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Feature Request | 2435 | No | Sound | Low | | Mrokii | Mathias | Sound for receiving Tells or when ones name is mentione... | 05.04.2010 | | 4 |
Task Description
At the moment, there is no way to get a players attention if (s)he is not watching PS. I think there should be an extra sound (settable via options) that is played whenever somebody receives a tell and/or whenever somebody’s name is mentioned. Maybe these should even be two different settings in options.
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Bug Report | 3684 | No | Inventory/Items | Medium | | Seytra | Suilensh | NPCs don't accept split stacks traded | 11.01.2010 | | |
Task Description
When an NPC wants more than one item, but you have the items in different slots (even containers, like when your inventory is full and you can’t easily make room for the full stack), the trade won’t complete, even if the total sum of all items traded is the right amount. It should not matter if you give an NPC a stack of 63 items or ten stacks of ten items plus one of three, or seven of nine( ), etc..
Edit: they also don’t get given the items when they’re in the right amount but in different stacks / sacks in the inventory. One gets “You have to give manually, because you got too many items” instead. /Edit
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Feature Request | 6823 | No | Engine | Medium | Unconfirmed | Vonor | | [Engine/Settings] Add Regexp and wordlists to NPC Speec... | 24.11.2015 | | 1 |
Task Description
While the quest system has greatly improved in the years I’ve been gone, there are still things one needs to type to an NPC.
Currently NPCs are still dumb as bricks when it comes to understand what players “write” to them.
As the “writing” is supposed to be “speaking” one would assume that an a person would understand a word even if it’s spelled incorrectly.
For example - in a certain quest you have to tell a certain NPC the words “diamond and opal”.
If you spell the words wrong (e.g. opale) the npc refuses to help and you have no chance of repeating that step and thus are forced to finish the quest in another way.
With regexp in the engine the settings department could make the answer look like this: (?i).*diamond.*opal.*
This would match case insensitive on “it are diamonds and opals” as well as “diamondsopals” or “diamond opale” as well as many other possible phrases that include the words “diamond” and “opal”.
With wordlists settings could define a couple of spellings of certain words to match on in-word typos even. for example: (?i).*$quest_stepX_wordlist1.*$quest_stepX_wordlist2.* In the wordlist the settings dept could then, for example, define spellings like diamond, daimond, diamant and the like. That’s just an example though, I’m sure there are many more examples in game currently where a npc refuses to answer or you break a step in a quest only because you cnat type
As for the regexp, the PCRE library from Apache could be used, maybe. http://www.pcre.org/
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Bug Report | 7873 | No | GUI | Low | Unconfirmed | Damola | | zooming in on character does not center on character | 27.10.2023 | | |
Task Description
Zooming in on the character does not center on character.
Instead is zooms to a point right of the character so the character is zoomed out of view to the left hand side.
I think that has to do that the character, in this case a female Nolthrir, is not centered in view. From the left border of the PSUnreal window, maximized to Full HD resolution in windowed mode, it is about 855 pixel to Damola’s right hand when she looks into the camera. From the right hand border to the left hand, again with Damola looking into the camera, it is about 990 pixel, according to a screen ruler program.
What I think is happening here is that PSUnreal actually zooms in on the center of the view, but Damola is not there, but somewhat to the left from the center.
I also tried it in windowed mode with a resolution of just 1280×800 pixels. Still the same, Damola is not in the center. Same goes with full screen on Full HD resolution. Or windows mode with 1600×900 pixels. It does not seem to depend on the resolution.
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Feature Request | 6802 | No | Crafting Transformations | Medium | Unconfirmed | Kaerli Stronwylle | Tuathanach | You should be able to heat stock with the Book of Blade... | 18.05.2015 | | |
Task Description
Having to use the Working with Stock book simply to heat steel/ingots for forging makes for a silly amount of swapping back and forth between Working with Stock and Book of Blades. It’d be simple enough to add the steps for heating stock and ingots to the Book of Blades…
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Bug Report | 5289 | No | Combat | Medium | Unconfirmed | Greg | Davide Vescovini | You Must Face Enemy To Attack/You Are To Far Away To at... | 24.06.2011 | | |
Task Description
Not sure if it is just me but I keep getting “You Must Face Enemy To Attack” when im clearly faceing them >
There are A few Angles At which this happens (Most noticable on a Armored Riverling's right shoulder near the Lake Of Tears, Has also happened on the consumors near the Face Of Stone)
“You Are To Far Away To Attack” > (standing right next to them, If I time it right I can jump and hit it’s head, but only can hit when jumping)
I have noticed this On Ojaveda Road 1 Maulbernauts/Vilenaut/Maulberloards (When they spawn in the "vally area of there spawn points") I also notice when I kill them They get suspended Laying down in the air
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Bug Report | 7315 | No | Characters Animation | Very Low | Unconfirmed | Stalfos | | Ylian Male Neat hairstlye - hair seems to deattach as i... | 24.09.2021 | | |
Task Description
While running parts of the hair seem to bob up and down without being attached to the rest of the hair, more noticeable while sprinting
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Bug Report | 7804 | No | Inventory/Items | Low | Unconfirmed | ferret | | yliacum map piece at eagle bronze doors is missing. | 06.03.2023 | | |
Task Description
having looked for a map piece in eagle bronze doors, it is clear that the map piece is missing. the last time it was there is was in the hands of the dwarf taimian yangnk.i have failed to find it on anyone there
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Bug Report | 7774 | No | Bugtracker | Low | Unconfirmed | Mohonin Ditin | | Wrong Number indication in System and Inventory | 16.02.2023 | | |
Task Description
While crafting enchanted ‘Ynnwn Longbow’, after the final bow is made, it shows two different quality in two different places. That is in system message, if it shows quality ‘X’, it shows quality ‘Y’ in smith table inventory box, where Y=X-1. And this is from Master Bow maker, maxed up in Bow making skill. Sorry, but other bows i haven’t checked this out. Does not happen always but happens most of the time. And Does not happen with Q300 bows
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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.
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Bug Report | 4831 | No | Quests Dynamics | Low | Unconfirmed | aurelynt | | Wrong message when paying a NPC using a dialog box whil... | 27.11.2010 | | |
Task Description
In a quest paying a NPC through a dialog box while having no money results in the following message: "<npc> does not need that". That seems wrong.
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Bug Report | 7954 | No | Crafting | Medium | Unconfirmed | TrippedOnReality/Enarel | | Working with Stock and Working with Rare Stock Books Mi... | 04.12.2023 | | |
Task Description
Working with Stock and Working with Rare Stock books are missing the recipes for heating ingots/stocks in the forge in 0.7.39.
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Bug Report | 7920 | No | NPC Dialog | Medium | Unconfirmed | Stalfos | | Without a way - tell me about circles bug. | 31.10.2023 | | |
Task Description
The first time a character does With a Way Levrus asks what thier favourite way is then there is an option of “Sure, you already told me about Circles” which Levrus does not recognise.
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Bug Report | 6710 | No | Characters | Medium | Unconfirmed | Joshua | | Wild Pterosaur Saddle | 03.12.2014 | | |
Task Description
The “Wild Pterosaur” model still has a saddle on it’s back, making it seem not so wild.
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Feature Request | 6453 | No | Engine | Medium | Unconfirmed | xola | | wielding weapons in hydla | 06.09.2014 | | |
Task Description
guard throw out of city polymorphed players, why not add the same when player wield weapon in city and guard see that?
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Feature Request | 7051 | No | Movement | Low | Unconfirmed | eletiy | | When you jump near an NPC your character tries to climb... | 21.11.2022 | | |
Task Description
When I jump near an NPC my character tries to climb on top of it and then falls thru the NPC. I’m guessing it should not be possible to climb on NPCs.. although it would be fun :D
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Bug Report | 7859 | No | Bugtracker | Low | Unconfirmed | Damola | | When scrolling up in chat to read older messages it sti... | 23.12.2023 | | |
Task Description
Great that PSUnreal now scrolls down when someone types in a new messages.
However IMHO that should only happen if chat was at the last message. In case the player scrolled up to re-read older messages, it should not jump down on each new message as otherwise the player would have to scroll up again and again and again in case many new messages are appearing in a short time.
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Bug Report | 5204 | No | Bugtracker | Medium | Unconfirmed | Shinobu Maehara | | When receiving a bugtracker account, a non-existing ver... | 02.12.2021 | | |
Task Description
When I received the account confirmation message in my inbox, and then clicked on the link, it asked for a verification code. But there was no textbox to enter the code, and it wasn’t in the message sent. Fortunately the login turned out to work just the same - all mention of verification codes should be scrapped.
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Bug Report | 7507 | No | Pets | Low | Unconfirmed | Damola | | When mounting again after unmounting character is sitti... | 31.01.2023 | | 1 |
Task Description
Every time I unmount and mount again it adds another about 90 degrees so that after four times the char sits on the mount in almost correct orientation again.
Tested on Rivnak and Drifter.
However after dismissing a pet and summoning it again once after logging in, the sitting position keeps locked. But only if the character mounted it once before dismissing the pet for the first time.
So or so there is something off with the sitting position of the char on a mount after the first unmount and mount again cycle.
# Expected result
Character always sits on the mount in correct orientation.
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Bug Report | 7991 | No | Quests | Medium | Unconfirmed | Tutharel | | when completing a quest with a "choose your reward" sec... | 05.01.2024 | | 1 |
Task Description
when completing a quest with a “choose your reward” section at the end, if you don’t select a reward before clicking “Select a reward” it doesn’t stop you before continuing or give you a default reward, it just completes without giving you any of the possible rewards.
When a friend completed the “Levrus Rat Eyes” quest, she forgot to select a reward before clicking “Select a reward” and received none of the options given.
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Bug Report | 5719 | No | Items Characteristics | Medium | Unconfirmed | Mario Rohkrämer | | Weapon Identification: Weapon History Scroll descr. is ... | 01.08.2012 | | |
Task Description
I would enjoy reading a bit of the Greataxe Nyshyn identified. But the scroll is empty.
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Feature Request | 7562 | No | Combat | Low | Unconfirmed | KiFunStuS | | Weapon enchantment should work only for the specific we... | 26.11.2022 | | |
Task Description
At the moment Weapon enchantment is being executed with any attack, also from another weapon.
I have a dagger “of Creation” that is triggering a blinding magical effect.
As soon as I have this item equipped, any attack I do, even with the other hand is triggering the blinding effect.
Note from Talad: at the moment the equip_script associated to the weapon, is attaching an “on attack” effect on the character. There is no way at the moment to know which weapon generated that. We could change ApsCharacter::AttachScript() to also store the information of which weapon had the effect, and then in ApsCharacter::InvokeAttackScripts() check if the current weapon used is the same that generated the effect.
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Bug Report | 7560 | No | GUI | Low | Unconfirmed | KiFunStuS | | Weapon attack fail while holding a torch gives a confus... | 23.11.2022 | | |
Task Description
When attempting to attack with the hand a torch is equipped in. the error message is “You have no weapons equipped!”
A more accurate Error message could be
You cannot attack with this item
or
You should not attack with this delicate item
— side note, nice to see meele working while holding a torch now.
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Feature Request | 5216 | No | NPC | Medium | Unconfirmed | mickra | | Visual indication of available quests | 20.05.2011 | | |
Task Description
When a player character is within the interaction range of an NPC, a mark (label) of some sort should appear above that NPC if they are offering some new or repeatable quests (! not some information for those already running !) for that particular character at that particular moment.
Should be optional as a turn-off or turn-on, depending on the default chosen by designers. In any case, and as with any other label, players should retain the option of not seeing it, if it spoils their fun or ruins their immersion somehow.
The reason for this request: drastically increased amount of questing chains ingame, and the absolutely unhealthy and immersion-breaking amount of mouse-clicking on the same NPCs the game now requires.
Noticing a sign above someone's head is OOC, of course, but clicking a mouse button on someone's model, or getting an aggressive red "…has no quest information for you" line floating in mid-air is equally OOC'ish. On the other hand, seeing no mark above someone's head would cause neither irritation nor disappointment (while futile mouse-targeting and mouse-clicking, when done repeatedly, invariably produces both of those negative effects). The marks would also provoke reasonable curiousity about available quests, hopefully enticing new players into doing more of them.
I know this request is somewhat of a long shot, but assuming that the engine is going to be considerably revisited this summer, I decided to submit it anyway.
[Edited for clarity, and also to separate it more from PS#4798. That older one would 'make the game easier' indeed, while what I suggest would only eliminate excessive mouse actions.]
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Feature Request | 6309 | No | Effects | Medium | Unconfirmed | Mario Rohkrämer | Venalan | Visual hint / fortune teller for the now quite rare que... | 05.01.2014 | | 2 |
Task Description
Since the quest chains were introduced, and many indirect prerequisites for the availability of a quest, I now waste a lot of time scanning each NPC for the very few which have a quest available at the moment, regarding my current list of completed quests, over and over again.
The additional vague hints which are being added to the end of quests are not sufficient because on one hand they may fail, and on the other hand they help better when I just started a new character, not when my experienced character is already in the middle of many quest chains.
I don’t expect a big fat rotating question mark above an NPC’s head; it can well be a less remarkable change – like a different color, outline, or font style for the label, or a slight translucent highlight effect.
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Feature Request | 6663 | No | User Interface | Medium | Unconfirmed | Simone | | Visual feedback for typing activity and AFK | 24.10.2014 | | 4 |
Task Description
It could be useful to have a visual feedback to signal to other players when someone is AFK or is typing into the chat (maybe in main chat tab). I ran a poll into the “whishlist” section of the forum. Since I had some good suggestions/opinions from other players I put a link to the thread so it can be used as a reference and to understand how the proposed visual feedback is: Do you think bubbles showing when someone is AFK or someone is typing into the chat are useful?
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Feature Request | 5551 | No | Webtools | Medium | Unconfirmed | Franta | | Version info in server status page | 28.02.2012 | | |
Task Description
Could it be possible to add server version info (and possibly aso recommended/required minimal client version) to the server status page, i.e. to http://planeshift.zeroping.it/index.php?page=about_page for zeroping server? It could help to determine easily whether the update is required/recommended without need to start pslaunch when you don't use it to load the client.
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Bug Report | 6488 | No | Engine | Medium | Unconfirmed | Austin Massey | | Version 0.6.2 client crashes randomly on Mac OS 10.7.5 | 26.05.2014 | | |
Task Description
6 times in 2 hours since the update the game crashed. Returned to version 0.6.1 and it stopped. Tried lowering graphical settings to no affect.
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Bug Report | 7736 | No | NPC Paths/movement | Low | Unconfirmed | ferret | | velnishi stuck in wall of cave | 11.02.2023 | | |
Task Description
in ojaroad 2 i decided to check the cave and on going into it i found part way to the left in the cave a velnishi tail movinf with the rest of it within the wall.
coords are ojaroadcave01 /pos -356053.56 279411.28 6022.86
the tail actually comes out and back into the wall.
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Feature Request | 6715 | No | Inventory/Items | Medium | Unconfirmed | nobody special | | Vary current quality of loot items | 23.12.2014 | | 1 |
Task Description
I think it would be more realistic and quite useful for looted items to have a random current quality. Finding enough damaged equipment to practice repair is always tough, this idea would go a long way to making it a more usable skill.
This idea, if properly implemented, could also balance out the values of looted items. A sub-routine could be devised to cause the highest value items suffer the greatest pre-loot damage. So a standard unmodified item could have a flat chance of being anywhere from 1 to 50 out of 50 quality. A one modifier item could roll 2 50-sided dice taking the lower result or average, and so on for 2 modifier and three modifier items. Specific implementation could be subject to testing to determine appropriate rates.
This would result in less of a lottery effect.
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Bug Report | 4601 | No | Magic System | Medium | Unconfirmed | Durgrem Ankhlamir | | Various spells doesn't work after the update 17th july ... | 28.05.2020 | | 2 |
Task Description
There are reports of spells that don’t have any effect anymore (neither on you or on enemies)
Known are - meteor - missile shower - dazling light - flame burst
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Bug Report | 7746 | No | Bugtracker | Low | Unconfirmed | Damola | | Using /me chat command in group tab posts to main tab | 11.02.2023 | | |
Task Description
In Crystalspace based PlaneShift it posted to group chat.
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Bug Report | 7772 | No | Bugtracker | Low | Unconfirmed | Thosor | | used to click on green buddy list to whisper now have t... | 16.02.2023 | | 2 |
Task Description
windows and Linux, can’t just click on a green buddy to whisper.
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Feature Request | 6278 | No | User Interface | Medium | Unconfirmed | Andrew Draskoy | | Use object equiped in sword hand if no object is focuss... | 05.12.2013 | | 1 |
Task Description
A UI improvement: This would make things much more convenient for spells like Dweomer Detection, but generally in cases where an action is performed on an object such as repairing weapons and armor. It would be great if the object of the action was (first choice) an external object that you have in focus. If there is no such object, use the one in the sword hand.
Right now, there is a mix of both of these things implemented. This would make it consistent and convenient. Right now it's quite awkward to have to drop an item, and then focus on it before casting a spell on it.
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Feature Request | 6817 | No | Inventory/Items | Medium | Unconfirmed | Richgar | | Unintuitive Placement Order of Picked Up Items | 28.07.2015 | | |
Task Description
Items that are picked up should go into the upper-left most container in our inventory that it can fit into. This will allow players to choose the order they want their inventory to fill up. When my main inventory is full, items start going into my glyph sack instead of the four empty small cloth sacks available. Thank you for your time :)
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Bug Report | 6352 | No | Engine | Low | Unconfirmed | nobody special | | unexpected container display | 24.03.2014 | | |
Task Description
If you have a shortcut to equip an item stored in a container in inventory – for example a book in a bag – the container window is opened up in the process. This is unexpected because you can store or sell such items without said container windows being displayed.
I keep my crafting books in a sack in inventory, my shortcut is: -<shortcut76 name=”Dishes with Fishes” buttonimage=”/planeshift/materials/book_cookingfishes.dds”>
<![CDATA[/dequip mind /use Dishes with Fishes]]>
The same happens with my tool sack - sample shortcut: -<shortcut78 name=”Masher” buttonimage=”/planeshift/materials/masher01a_icon.dds”>
<![CDATA[/dequip righthand /use Masher]]>
If I need to change tools or books in mid craft I do not want to have to reshow whichever crafting container I am using.
low priority, perhaps.
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Bug Report | 7899 | No | Models and Maps | Very Low | Unconfirmed | Daevaorn | | Trees in the riverbed near Raurim | 17.10.2023 | | |
Task Description
Similar but not identical to FS#7871
Four trees growing in the center of the riverbed at /pos raurim_area 632871.68 -471483.83 9353.26
Although not impossible to have them grow in the water, it’s highly unlikely they’d grow at the center of the stream.
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Bug Report | 7871 | No | Models and Maps | Low | Unconfirmed | ferret | | trees in the deepest part of emerald river | 29.10.2023 | | |
Task Description
just found 4 trees in emerald river. 2 saplings, completely submerged, a slightly larger sapling close to the bank with its head out of the water and a fully grown fir
/pos -283992.16 -421496.05 1608.69 .. large west.
there are other plants close by but the trees are the main items that need to be moved.
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Bug Report | 7333 | No | GUI | Medium | Unconfirmed | Edicho | | Training UI needs to be more intuitive (and work) | 02.12.2023 | | |
Task Description
The old application clearly stated which skills can be trained by simply showing you them listed in the dialog.
Now you’re getting list of all skills and let’s take Percival Hawthorne for example: https://drive.google.com/file/d/11TT9POMLeO0WOf9he84foTY5Xaju2eUj/view?usp=sharing
What we see is: - list of all skills - some progress bar right under the skill - some progress bar in the right part of the box - if you try to hover on this, we can see it marked “tbd” which doesn’t make it any less defective.
What we should see: - list of skills the NPC can actually train you (the current list needs to be filtered) - the cost of the training both in tria and PP (the progress bar on the right should be simply replaced with a button
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Bug Report | 6530 | No | Spell Formulas | Medium | Unconfirmed | xola | Davide Vescovini | training repairing | 07.03.2015 | | |
Task Description
for every skill we get practices equal to time we spend while crafting but for repairing it is not true the practices are equal to time the SECOND attempt repair the same item(so if i repair shield for 403 s i got 310 practices, second time i repaired it 310s )
would be great if we have two alternative way to training repairing: cheap that take longer and faster if we have to spend more cash there are no bonuses for repairing complex items its only based how bad its damaged it seem
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Bug Report | 5391 | No | Inventory/Items | Medium | Unconfirmed | Vakachehk | | Trading while over encumbered | 28.09.2011 | | |
Task Description
It’s stupid to not be able to trade (through right clicking the character and clicking ‘trade’) while over encumbered (having to sit down because you’re too heavy). But yet you can just make a shortcut or type /trade and it works.
So my point is, why?
(note: if this task has already been posted and discussed, I did search ‘Trade’ and ‘Trading’)
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Bug Report | 7777 | No | Bugtracker | Low | Unconfirmed | Gonger | | Trading does not open your inventory | 16.02.2023 | | 2 |
Task Description
When a trade request is accepted, the inventory should open at the same time, but it does not. Opening it yourself is not a big deal, of course, but it would be nice to have.
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Bug Report | 6100 | No | Movement | Medium | Unconfirmed | Erteky | | Trader NPCs in movement | 10.10.2013 | | |
Task Description
When you trade with and NPC and it is walking, it won’t stop, and you will no longer be able to buy or sell anything from it, since it will be far away from where you started to trade…
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Feature Request | 7457 | No | Bugtracker | Low | Unconfirmed | KiFunStuS | | Torch has no combat value | 27.08.2022 | | |
Task Description
Suggestion
Add low base damage and fire damage to the torch.
Currently. you get an error message when trying to attack with the torch.
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Bug Report | 7727 | No | Models and Maps | Low | Unconfirmed | ferret | | too steep a climb to get out of hole in desert behind o... | 09.02.2023 | | |
Task Description
having tested one fix, i decided to check if i am able to climb out of the hole on the other side of the road into the desert at the rear of oja. i managed to get to /pos 566110.25 -393981.34 10081.11 where it then becomes too steep to continue the climb out.
version 0.7.30, not the 29 as listed
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Bug Report | 5716 | No | NPC Dialog | Medium | Unconfirmed | Mario Rohkrämer | | Tokens of Regard - a little senseless since Narwin pass... | 28.07.2012 | | |
Task Description
Since NPCs move, Narwin visits Ervin Fromaad and must pass Grimal on his way. So it doesn't make much sense anymore that he can't visit him in person and request the token himself.
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Bug Report | 7764 | No | Client start-up | Very Low | Unconfirmed | Stalfos | | Tiny text in Main on startup | 14.02.2023 | | |
Task Description
There is tiny unreadable text in the Main tab of the chat, if you have font size 0 for Chat Text. Any chat that comes after it is fine, and it becomes readable if you change Chat Text Size, even if you change it back to 0 again.
It is the “<Player> just joined PlaneShift” text
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Bug Report | 5566 | No | Engine | Medium | Unconfirmed | Aiwendil | | The treeview of paws is bugged. | 13.04.2012 | | |
Task Description
It happens for me always again after “opening” and closing nodes. Sorry, haven’t found a way yet to reproduce it every time. Might add some more information here once I find out more ;)
It dispalys the newly opened node above a previously already opened one.
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Feature Request | 7497 | No | Bugtracker | Low | Unconfirmed | Haviland Tenouri | | The list of guild members should be sortable by online ... | 31.10.2022 | | 1 |
Task Description
The list of guild members is not sortable by online status.
Expected result:
Sort them by a different field by clicking one of the columns.
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Bug Report | 7862 | No | Bugtracker | Low | Unconfirmed | Rykia | | The Honey and Sapphire Orilliphia Syrup icons appear to... | 30.06.2023 | | |
Task Description
Suggest making one of the icons for these a different color: Honey / Sapphire Orilliphia Syrup. Currently they appear to use the same icon.
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