PlaneShift

Task TypeIDPrivateCategorySeverityStatus  descOpened byAssigned ToSummaryLast Edited[[changedby]]
Feature Request5693NoClient start-upLowNewRalph CampbellAdd 2560x1440 to launcher11.11.20123 Task Description

I would like to see 2560×1440 added to the list of monitor resolutions in the launcher.
For example:

Index: src/pslaunch/pawslauncherwindow.cpp

— src/pslaunch/pawslauncherwindow.cpp (revision 8373)
+++ src/pslaunch/pawslauncherwindow.cpp (working copy)
@@ -342,6 +342,7 @@

   }
   else if(ratio == "16:9")
   {

+ resolution→NewOption(”2560×1440“);

       resolution->NewOption("1920x1080");
       resolution->NewOption("1366x768");
       resolution->NewOption("1280x720");
Bug Report6652NoEngineMediumNewVenalanJoe LyonActive Effects: When button width is "auto" it does not...18.10.2014 Task Description

As the title suggests, when you change the button height with width set to ‘auto’ I would expect the button width to scale with it. It does not. If you change the width setting from auto→manual→auto the correct width is set.

Potentially related

It is possible that when names appear the window correctly resizes and the full name is shown. But when you move back to images only the width is set to the minimum so you end up with very tall very thin buttons. But the icons have the dimensions you would expect for button height set to max so you can only see the central portion of the icon.

I can make this happen by following these steps.

1 - Button height to minimum
2 - button width to manual (and moved to minimum)
3 - button width to auto
4 - set button height to max
5 - button/icon width is fixed and when you change name↔icon you get the broken display

If you don’t follow these steps the width for change between icons and names works correctly

Feature Request4789NoUser InterfaceMediumNewFrederik Elwertaction locations have no labels and are not selectable16.10.20103 Task Description

The grill in Reffitia's kitchen in Brado's tavern doesn't behave like other items in the kitchen: The preparation table, for example, is selectable and has a label. The grill is not selectable, and it has no label. One can interact with the grill (e.g., store something in it) just as with the preparation table by right-clicking it. But the grill is much harder to identify, since it has no label.

Feature Request1022NoLowNewdurwynAbility to lock the guildhouse from the inside.04.04.201143 Task Description

When i first enter in the guild house, i inspected the arounds to remember what i had already seen in the pasts months , the pics and so :}

But i was disappointed by the fact that i cant close the door :( i mean by the inside..
i take the example that one of my guildmate invited her husband in it but then she had to go out to lock the door and enter it again. (OMG she can enter even if its locked! wOw hehe ^^)

Maybe its planed but then i have no possibility to check if its or not :}

Feature Request4237NoGUIMediumNewSeytraAbility to add custom tabs to chat window23.03.2010141 Task Description

In order for the custom channels to be useful, they need a convenient interface. The need for typing /x before stuff isn’t terribly annoying, but also not terribly convenient. However, the biggest issue is that with multiple such channels, all talk gets mangled into one. The designation for the originating channel doesn’t help much in that case.

Therefore it would be nice to be able to create and assign custom tabs to channels, which would then function just like any of the built-in tabs. It would be even nicer if that arrangement could be stored, which would go very well with the auto-joining of custom channels proposed elsewhere.

Bug Report5813NoModels and MapsMediumNewRoman YagodinAbacus icon in "Kilas wants his Abacus Back"09.02.201321 Task Description

1) Abacus quest item in “Kilas wants his Abacus Back” looks like some sort of globus…

2) It is not clear from Crosh’s explanations, that numeric base he uses with 7-th beads abacus. It can be both 7 or 8, so right answer may be 64 (base 8) or 49 (if base 7 is used). If base 7 is used, the whole beads line is moved back (left) in same operation with moving its last 7-th bead to the right. Same alhorithm is used in real Russian abacus, which have 10 beads in a line for 10-th base calculations.

Maybe, 2) is not a bug, but it requires some more “out of game” explorations, than player may expect, or just “brute force” enumeration of possible aanswers. So, Crosh’s explanations about his calculations must be more clear:

Now: “When they’re all to the right, I move them all back and move bead in a second line…“
Must be like: “When they’re all to the right, and I need to count one more day, I move them all back and move bead in a second line…“

Feature Request4797NoEngineMediumNewmike loevena play dead command or /playdead21.05.201164 Task Description

just a idea for a simple rp command. entering /playdead will play the death animation and leave your character imobile similar to the sit command but you will be lying down instead. this can be usefull in roleplay where you are injured but not actually dead or if you want to role play your character going to sleep. entering /stand will cancel both /sit and /playdead. in later versions of the game perhaps this can be also be used to fool the less intelligant monsters like ulbernauts rats and some of the bugs into giving up the chase and loosing interest. i think it would be benificial to have a way to roleplay being wounded or dead without having to actually go to the death realm. say for example your character was killed in a roleplay setting you could use playdead to have a open casket funeral complete with a body that will not dissapear after a minute or two.

i am not sure how easy this would be to acomplish but i suspect you could duplicate the existing sit command and just change the animation called

Feature Request1642NoMediumNewA. Kiefner/possess an NPC15.11.2008123 Task Description

This command has been on the wishlist (and also on the ToDo list for releases) since a very long time. I post it here in the hope it will be more visible to interested people to implement.
The idea of the command is to control an NPC completely, not just talk as them through /impersonate. However, since controlling the actual body of an NPC is extremely complicated, it would be much more convenient (also from GM side) to simply make it seem so to the player.

Thus a possible way to implement the /possess command:
The syntax would be

/possess [NPC_name|target]|reset

Issueing the command would have the following effects:

1. The GM is moved to the location of the NPC.
2. The NPC is renamed to “$originalNPCsurname_P” (family name is unaffected).
3. The GM is renamed to $originalNPCname and the original GM name is stored in an extra db field.
4. The label color of the GM is set to NPC (/setlabelcolor).
5. The NPC is /slid u 1000.
6. All scripts (most importantly movement) of the possessed NPC are temporarily frozen.
7. GM temporarily gets all traits of the NPC (original traits of GM are stored on db).
8. GM is /set invisible off.

Issueing /possess reset would have the reversed effects:

1. Possessed NPC is moved to the location of the GM.
2. The name of the GM is restored.
3. The NPC is renamed back to §originalNPCsurname.
4. Labelcolor of GM is reset.
5. Scripts of the NPC enabled again.
(GM is not moved).

It’s important that the status of NPC (possessed), name and traits of the possessing GM are stored on DB so that a possible server crash has as little impact as possible.

If one is possessing an NPC already and then tries to possess another NPC, it should automatically issue /possess reset before executing /possess otherNPC.
When possessing, it should give a warning that the path of the NPC might be disturbed if /possess reset is issued too far away from the original position.

As a final cut, resuming scripts of the NPC should be delayed for 2 more minutes, giving the GM time to switch back into possession without paths getting in the way. That way it is possible to possess two or more NPCs back and forth.

Feature Request2951NoGM SystemMediumNewA. Kiefner/petition improvements28.06.20221 Task Description

1. Ability to teleport to the player from the petition window
2. Player side: /petition should open the petition window with a short introducing text (in another text window?) how to use the petitions (not to post wishlist items there, how to use (possible) categories..)
3. There should be a drop-down menu for selecting a category [Not Specified; Movement; Bugreport; Name; Event; Harassment; Quest; Miscellaneous] to classify the report. This could be used for statistical purposes post-process as well.
4. A button to mark the petition as URGENT which will add a parseable <star><star> URGENT<star><star> (<star> = *)to the header of the petition so our post-processing tools (aka gmbot) can forward/poke outside the game. (This is important!)
5. Before the petition is finished there should be a preview to check everything again, to make last changes.
6. As long as the petition is unassigned the button shows “claim”, once claimed the button shows “release” to unassign the petition again.

Request from  FS#3092 :

“In the GM petition window, there should be a button ‘Guidelines for petitioning’ and when you click it, it gives just that. Guidelines for petitioning.

I recently filed a petition and didn’t know what to include, what was superfluous, whether it was too long winded or not, etc.”

Request from  FS#3101 :

“We need enhanced petition system to allow adding several notes and note titles, as well as ability to review closed petitions.
The ability to add several notes to a petition would also help us handle an issue, then log off, but leave notes for other GM’s to review what we have done and pick up / complete.”

Bug Report2132NoInventory/ItemsLowNewThom/giveitem and /takeitem "all" parameter only works on s...13.03.20104 Task Description

If you have 20 eggs in your inventory, split up in a stack of 19 and 1 separate, /giveitem Test all egg will only give the target 1 egg. You have to stack all eggs together for the command to work.

This also means that if a character has 3 swords stolen via an exploit, and a GM would use /takeitem Cheater all sword, only the stacks would be taken. So if the cheater had 2 swords in a stack and 1 separate, he would keep the separate sword.

Feature Request7063NoUser InterfaceLowPostponedYorlakShortcuts should be different for each character on acc...21.11.202211 Task Description

Log in with main char.
create shortcut
log out
log in with another char.
shortcut created with main character shows on all alternates.

Log in with separate account
shortcuts from main account are also transferred to here

Feature Request7180NoCombatLowPostponedTaladTaladTuathanachScripting function "GetItem" inside <on type="attack"> ...07.03.2021 Task Description

Example found in all Alchemist items, example Alchemist Freezer

Error on console is:

Error in ><let> bindings<: Given a NULL iScriptableVar* for >RightItem<.

The scripts are run through : ApsCharacter::InvokeAttackScripts()
The first thing is to execute this script part:
   RightItem=Attacker:GetItem(0);
   QuaLevel=RightItem:Quality/50;
 In a similar case with GetItem(0) but outside of <let> we get MathStatement::Evaluate() with RightItem=nan , it works.
Bug Report7715NoModels and MapsLowPostponedKiFunStuSpots out of place by stalag02.02.2023 Task Description

the pots are all out of place. wrong angles and height.

gugrontid 73779.85 -489821.34 10714.60

Can be delayed until after migration..

Feature Request7895NoRendering IssuesLowPostponedDaevaornNightvision ability not working inside dark buildings23.10.20231 Task Description

The nightvision effect (cool stuff BTW) does not actually improve sight when inside a very dark buildinig, e.g. the Amdeneir tavern.

(One can of course argue in terms of realism, that nightvision needs residual light to work, but I counter that with the fact that any publicly accessible building should have more than enough residual light. – It should have enough light not to require that ability in the first place!)

Bug Report7738NoModels and MapsLowPostponedTrippedOnReality/EnarelTuathanachMissing textures25.02.2023 Task Description

There appear to be some missing textures (or they are backwards as there appear to be some invisible walls around the entire structure) here:
large_west -58518.71 -312790.81 16869.62

Bug Report5173NoQuestsVery LowPostponedResildrendrJackMaster in the Circle Way quests22.12.20133 Task Description

Upon completion of the without a way quests ( In my case Crystal Way ) govell sends me to Levrus log:

[NPC] Govell Mihdren says: This will prove the mastery you gained in the Crystal Way.
(06:14:52) [NPC] Govell Mihdren says: Make a good use of it, Resildren.
(06:14:55) [NPC] Govell Mihdren says: And take this.
(06:14:58) [NPC] Govell Mihdren hands you an amulet.
(06:15:00) [NPC] Govell Mihdren says: Bring it to Levrus, one final lesson awaits you there.

but Levrus will not accept it, to make sure I completed my leveling (200) and returned, and he will still not accept it?

I’ve talked to other masters of the other ways and this seems to be a global problem, is this just not implemented yet, or is it a bug?

Feature Request3053NoVery LowPostponedAmandaRizinMake Tents Buyable.30.06.201432 Task Description

It would be nice to be able to set up camps for roleplay purposes.

Feature Request6891NoGame BalanceMediumPostponedDaevaornDavide VescoviniMake progression points useful beyond stats training15.04.2020 Task Description

Once you’ve maxed your stats, currently there’s no more use for progression points/XP. It’s just an endless counter going up and up and up.

How about:

  • adding PP prices to the money you have to pay in special attack quests? (”Sorry, but you don’t have enough experience to learn this, come back later and I’ll show you how it’s done.”)
  • having to pay in PP more than in Tria for the temporary knowledge bonuses?
  • consuming progression points if you craft something with a special modifier (and in turn only allowing you to do so if you have some to spare)?
  • add more temporary buffs (for example for stats or more directly as bonus HP/MP, increased HP/MP regeneration) that are paid for only in PP or with much lower tria costs.

I am aware that it probably requires quite some additions to the quest scripting and other places and is by no means a trivial change, but I thought it may add to the medium- to long-term development deliberations. To me progression points feel like a loose end, now that they lost their purpose in skill training.

Feature Request5248NoNPCMediumPostponedMario RohkrämerKormi not yet used: How about a "shy herd" tribe?22.07.201332 Task Description

When the GSoC was successful enhancing the tribe code, it could be interesting to create one or two of Kormi which try to avoid approaching players but stay together.

That may require organising a witch hunt / drive hunt as strategy, which may support grouped activities.

Feature Request4318NoCrafting TransformationsMediumPostponedOliver NothersImplement Brass29.03.201435 Task Description

Since there is bronze (and more and more people work with it), and there is also zinc besides the tin to possibly combine with the copper - make brass available.
What other use was there for zinc anyway?
The actual mix should be similar to bronze, with zinc in place of tin to go along the copper.

Would also be great if there were finally possibilities to craft something out of those alloys…

Feature Request6244NoEngineVery LowPostponedErodare LenizusDrop Skill Button07.12.201371 Task Description

On Skill window, add a button to drop the selected skill, with a Yes / No confirmation.

This would execute the equivalent of “/setskill me <skill name> 0” (or something close to that) removing all training, practice, rank, etc.

Would do nothing on stats / factions tabs.

This would allow players to remove skills they’re no longer interested in, don’t fit the character they’re developing, deprecated skills, not-yet-implemented skills, or skills acquired from the character generator that the player considers extraneous or unnecessary.

No compensation should be given for the lost ranks, practice, etc. and that should be stated in the confirmation dialog, along with a clear advisory that the action is permanent and irreversible.

Unless we’ve sweet talked a GM into doing it for us, we often have extra skills with a rank of 1 or 2 that we may have inadvertently trained or practiced and they clutter up the list view of skills, as they’re not suppressed by the Filter feature.

Bug Report6598NoCharactersMediumPostponedGlorrandirVenalanDark Wanderer should wear a robe20.09.20141 Task Description

According to Wanderer’s description, he wears robes

Feature Request7469NoNPCLowPostponedKiFunStuSAssisting Gardr : Quest Bug 02.09.20223 Task Description

When i open dialouge with NPC I get the speech option to hand in the 3 plat steel maces of high quality.

I get no information in the NPC chat box on the left.
I do get an error message in the Standard Chat box

You have too few plat steel mace.

I have tried a stack of 3 , 3 single maces
and I have tried manually giving 3 plat steel maces.

All attempts have failed to complete the quest

Bug Report7491NoPetsLowCould not VerifyTaladTaladYou should not be able to summon your pet in the Death ...08.10.20221 Task Description

no task description

Bug Report4484NoEngineMediumCould not VerifyJonUnable to pick up quest item when inventory full.17.12.20204 Task Description

I was trying to do the Jolik’s Letter quest. My inventory was full when he handed me the letter, and I dropped. By the time I dropped something from my inventory, the letter was gone. Now I am stuck on this quest.

May be related to  bug 3712 .

Bug Report7863NoCombatLowCould not VerifyMohonin DitinThe command '/attack' may be bugged27.10.20231 Task Description

I think the command ‘/attack’ is bugged. I have tried many ways to check weather the bug is there or not, like I waited for the timer on the top left to finish before clicking for another slash of attack, tried to be carefull that i may not be pressing the right click, and ofcourse using Q & E to get the right attack skill. But still many times i get the system message “Command Not Recognized. Use /Help to see the list of available commands”, it cud be like you missed the target, the target dogged your attack etc. Please see that wheather its really a bug or not, if a bug then please Debug it. Thank you.

Bug Report7090NoQuests DynamicsHighCould not VerifyTaladTaladSometimes the list of quests is not correct, it contain...17.02.20211 Task Description

Redo quest/events implementation to send/receive, also remove XML.

Bug Report7957NoCharacter CreationLowCould not VerifyDaevaornSome player characters do not display the standard summ...12.03.20246 Task Description

When inspecting player characters (via right-click and eye-icon) the paragraph at the end of the description tab that comes with the standard stats and weapons/mnagic skills estimate is missing for SOME characters.

An example being “Duergar Melayk”.

Bug Report7515NoWeatherLowCould not VerifyTrippedOnReality/EnarelSnow/Rain inside Guild House21.01.20243 Task Description

Snow and rain happen inside guild houses. Lighting also appears be affected by day/night cycles. Not sure if this is related to FS#7424 - guild house: no collision detection inside guild house.

Bug Report7483NoGUILowCould not VerifyKiFunStuSSkills appearing incorrectly25.09.20221 Task Description

Goto NPC , Pay for Drawing Lessons.

Skills Tab under Jobs shows previous Drawing +green temporary level.

when quitting game and reloading, it shows correct normal value of total drawing level.

Bug Report8014NoQuestsLowCould not VerifyUadjetRight on the Mine doesn't take quest items09.03.20241 Task Description

The quest Right on the Mine uses a quest item named Hamel Provision and at one point it’s supposed to be given to Gardr. Currently that does not happen. The quest will progress, but the quest item remains stuck in the inventory. It can be placed into storage, but otherwise there’s no way to get rid of it.

Bug Report7975NoCraftingMediumCould not VerifyStalfosRepair Weapons not working as it used to.11.03.20241 Task Description

I had heard that over a skill threshold, repairing weapons/armour does not reduce maximum quality.
Yet I repaired a weapon with 201 skill (with jewellery) and dropped from max quality of 200 to 199.

Maybe the Jewellery isn’t working properly, as without it, I would be under the threshold I had heard about.

Also Bones attribute was not removed, the whole reason I repaired it at 197/200.

Maybe this is as intended, but if Bones cannot be removed, then getting a Masterwork Bones Platinum Sword from your first and only run through of the Keen Edge quests (currently not completable) is xtremely bad luck after the time it takes to get 100 in sword (even more in UE).

Bug Report7661NoQuestsLowCould not Verifyferretquest from krestal dhusho does not complete14.01.20231 Task Description

quest deliver a letter, from krestal dhusho does not complete. delivery to mr yasoj completes without words. but the letter to kora windstone is rejected. she does not accept the letter at all and krestal dhusho is unable to complete the quest without that delivery being accepted.

krestal is in hydlaa plaza . pos 207830.66 -335409.66 10595.37

mr yasoj is in fact benack yasoj . pos akk central 538320.75 -370447.25 15354.24

kora windstone is in the wilds of bronze doors 2 road

Bug Report7566NoCombatLowCould not VerifyKiFunStuSPVP casting errors14.01.20232 Task Description

I am not entirely sure on how this bug is best described.
as the duel system is not releasing the duel flag currently.

But I think while the main duel is active you cannot charge cast a spell using the hotkeys against your opponent while in the default navigation mode.

but you can cast charged spells using the hot keys after pressing TAB and entering combat mode.

I will retest this bug after the duel flag bug has been resolved.

Bug Report7611NoUser InterfaceLowCould not VerifyZomPassword Save Error19.12.20221 Task Description

When you click remember Password the password looks like it is being duplicated then saved and then will not work.

Bug Report7866NoMovementLowCould not VerifyMario RohkrämerMouse pointer is not clamped to current pixel while usi...12.07.2023 Task Description

When I walk forward using W, I need to use mouse-look to turn around while walking. Walking a winding stair, I need to keep turning and turning while walking … until suddenly the mouse pointer left the game window. (Running the game in Windowed mode.)

The mouse pointer should not move in the game window while I press a mouse key to look around.

Bug Report7967NoBugtrackerLowCould not VerifyThosorlose ability to click anywhere during combat01.01.20241 Task Description

When shooting rogue with bow and arrow, suddenly rogue is dead, although standing and his health still 50%.
Right click after tabbing out of combat to loot. loot icons and others show up, but then nothing is clickable.
KB works, can call inventory, etc. Pointer shows and moves. no ability to click anywhere.

Bug Report7889NoGUILowCould not VerifyStalfosItems sometimes dropped instead of moved into container07.01.202471 Task Description

When moving items into bags or around within a container it can instead be dropped onto the floor or wall where the mouse cursor landed.

Bug Report7939NoCrashesCriticalCould not VerifyDaevaornItems keep randomly disappearing form containers in gui...22.12.202361 Task Description

When I learned about the new transformation mode I took it upon myself to clean up our guildhouse.

In the process I removed many old items from the map and stored them in containers instead.

While I did this occasional crashes happened, which on returning seem to have deleted items stored in these containers.
I have lost roughly 70% of player generated/crafted items, some of historical value this way, as well as many player crafted weapons and armours of highest quality.

A very alarming issue.

If my asumption is correct the server automatically deletes any item that it suspects to be involved in crashes. While this maybe desired behaviour in terms of the technical side of things, in terms of a persistent game world this is REALLY, REALLY bad, if true.

Bug Report7625NoModels and MapsLowCould not VerifyKiFunStuSGobo Root in the sky29.01.20233 Task Description

gugrontid 70530.35 -47897.44 10719.28

Bug Report7914NoCraftingHighCould not VerifyDaevaornDropping an item in an occupied container slot doesn't ...07.12.202372 Task Description

affected version: 0.7.38 (couldn’t be set yet as the version)

When trying to drop an item on an occupied container slot, the item remains “in limbo”, i.e. nothing happens.

This affects crafting severly:
Shift-clicking a stack placed into a container, you have always been able to “fan out” stacks of items in containers for crafting processes that would individually change quality (thereby averaging the random factor of the process).
This is no longer possible.

Bug Report7458NoBugtrackerLowCould not VerifyKiFunStuSCombat targets showing from different areas28.08.20221 Task Description

While at harnquist in Hydlaa I am able to target creatures in the arena.

very confusing and weird.

Bug Report7539NoBugtrackerLowCould not VerifyDamolaClears chat line on entering ]14.01.20237 Task Description

# How to reproduce

Enter some text followed by “]”

# Actual result

PSUnreal clears the chat line

# Expected result

“]” appears on chat line.

# Use case

Use [] for OOC comments in /tell or (rarely) in main.

Bug Report7968NoBugtrackerLowCould not VerifyThosorcan't get rid of white combat reticle, can mouse look a...01.01.2024 Task Description

no task description

Bug Report7487NoQuestsLowCould not VerifyHaviland TenouriBroken Quest "Get a Performance" (Roya)24.09.20222 Task Description

After getting the quest from Roya go to Brado and tell him “You might find this useful to you.”. He will not answer (or rather the anwser is empty) and you can not continue the quest.

Bug Report7870NoBugtrackerMediumCould not VerifyRykiaAdding 3 lumps of butter to Preparation Table may cause...29.10.20234 Task Description

Adding 3 lumps of butter to the Preparation Table next to Orchibaly in Oja, seems to cause the server to crash. One and two lumps at a time work as expected.This has happened a few times today, but it may be possible that a DEV is also working on something at the same time.

Feature Request6823NoEngineMediumUnconfirmedVonor[Engine/Settings] Add Regexp and wordlists to NPC Speec...24.11.201511 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/

Bug Report7873NoGUILowUnconfirmedDamolazooming in on character does not center on character27.10.2023 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.

Feature Request6802NoCrafting TransformationsMediumUnconfirmedKaerli StronwylleTuathanachYou should be able to heat stock with the Book of Blade...18.05.20151 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…

Bug Report5289NoCombatMediumUnconfirmedGregDavide VescoviniYou Must Face Enemy To Attack/You Are To Far Away To at...24.06.20114 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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