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IDSeverity[[state]]OpenedOpened byAssigned ToSummary[[changedby]]Last EditedPrivate
8154Low10.03.2026TaladQuest notes in wrong order24.05.2026No Task Description

I see that the quest note are sometimes in wrong order.

7950Low29.11.2023TaladQuest phrases to remove at certain steps30.11.2023No1 Task Description

As reported by Stalfos

“Something’s Brewing” If you accept Narwin’s drink ““Thought you’ nev’ offer!…” the other option doesn’t disappear: “How many times must I tell you,…” you can’t get the kegs until you click it. Later Jarda also has both options available, the drunken and sober speech options.

“Kimlorm Needs a New Prayer Book”, “Kimlorm sent me” remains an option after you have clicked it.

7575Low26.11.2022Taladcommand /setskill me all 100 disconnected the client26.11.2022No Task Description

If you use:
/setskill me all 100

the server is trying to send all skills multiple times and we get a disconnection on the client

Seems that AdminManager::AwardToTarget() is sending back the WHOLE set of skills instead of the one modified. So the result is 68 skills sent 68 times.

7491Low03.10.2022TaladTaladYou should not be able to summon your pet in the Death ...08.10.2022No1 Task Description

no task description

7180Low07.03.2021TaladTaladTuathanachScripting function "GetItem" inside <on type="attack"> ...07.03.2021No 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.
7090High17.01.2021TaladTaladSometimes the list of quests is not correct, it contain...17.02.2021No1 Task Description

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

5626High06.05.2012TaladweltallAndrea RizziCreature sounds implementation06.05.2012No 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.

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