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7950 | Low | | 29.11.2023 | Talad | | Quest phrases to remove at certain steps | | 30.11.2023 | No |
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.
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7857 | Low | | 08.06.2023 | Talad | | Inventory window - carry weight not updated after spell ... | | 29.10.2023 | No |
Task Description
Additionally, the inventory window does not update your weight carrying capacity after casting strength related spells or when strength related spells wear off until an item is moved in inventory to force a server update (works as expected with buff items that are equipped/dequipped).
First reported by Maui, and I was able to confirm.
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7846 | Low | | 24.05.2023 | Talad | Talad | You can get stuck at this location in the map | | 09.03.2024 | No |
Task Description
/teleport me map hydlaa_plaza -635522 -395506 7183
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7708 | Medium | | 31.01.2023 | Talad | Talad | BD_out_X08_Y01 has wrong NavMesh | | 09.03.2024 | No |
Task Description
To be fixed before next release (before relighting maps).
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7575 | Low | | 26.11.2022 | Talad | | command /setskill me all 100 disconnected the client | | 26.11.2022 | No |
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.
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7491 | Low | | 03.10.2022 | Talad | Talad | You should not be able to summon your pet in the Death ... | | 08.10.2022 | No |
Task Description
no task description |
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7490 | Medium | | 03.10.2022 | Talad | Talad | Editing of Description in the character details page | | 12.12.2022 | No |
Task Description
We need to be able to edit the character description in the details page. including OOC and CC descriptions.
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7327 | Low | | 30.10.2021 | Talad | | Login window should trim the email address | | 13.11.2021 | No |
Task Description
At the moment if you have a space in the username part of the login before or after the email it fails. We need to trim it before sending to DB check.
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7180 | Low | | 07.03.2021 | Talad | TaladTuathanach | Scripting function "GetItem" inside <on type="attack"> ... | | 07.03.2021 | No |
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.
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7090 | High | | 17.01.2021 | Talad | Talad | Sometimes the list of quests is not correct, it contain... | | 17.02.2021 | No |
Task Description
Redo quest/events implementation to send/receive, also remove XML.
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6936 | Low | | 13.05.2020 | Talad | | Test bug report on new flyspray | | 27.05.2020 | No |
Task Description
Hi , this is a test
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5810 | High | | 16.10.2012 | Talad | Taladweltall | Quest Notes crashing the client. | | 19.12.2016 | No |
Task Description
I’ve reproduced the problem locally, and I get the same crash as the player.
Steps to reproduce: 1) Login in with any character which has at least one quest started (if not start a quest) 2) open the quest window, and in the “notes” field press just “enter”, so the note will consist of just one carriage return 3) save the note 4) logout and login. It will crash at login while loading the quest window widget
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5744 | Critical | | 02.09.2012 | Talad | weltallAndrea Rizzi | Creature sounds crash when file missing | | 20.11.2013 | No |
Task Description
When a file is missing but it’s declared we get this output on console:
Sun Sep 02 19:12:04 2012, Sun Sep 02 19:12:04 2012, psEntity::Play() Thunder Clacker PLAYS creatures-thunder_clacker_peace_v2 meshid: 26119 Sun Sep 02 19:12:04 2012, <d:\luca\crystal space\planeshift\trunk\src\plugins\common\soundmanager\data.cpp:167 SoundDataCache::LoadSoundFile SEVERE> Sun Sep 02 19:12:04 2012, Can’t load file ‘creatures-thunder_clacker_peace_v2’!
and this stacktrace:
psclient_static.exe!csArray<csArray<CS::Container::HashElement<bool,iSoundControlListener *>,csArrayElementHandler<CS::Container::HashElement<bool,iSoundControlListener *> >,CS::Memory::AllocatorMalloc,csArrayCapacityVariableGrow>,csArrayElementHandler<csArray<CS::Container::HashElement<bool,iSoundControlListener *>,csArrayElementHandler<CS::Container::HashElement<bool,iSoundControlListener *> >,CS::Memory::AllocatorMalloc,csArrayCapacityVariableGrow> >,CS::Memory::AllocatorMalloc,csArrayCapacityFixedGrow<16> >::GetSize() Line 617 + 0×3 bytes C++ psclient_static.exe!csHash<bool,iSoundControlListener *,CS::Memory::AllocatorMalloc,csArrayElementHandler<CS::Container::HashElement<bool,iSoundControlListener *> > >::Delete(iSoundControlListener * const & key, const bool & value) Line 477 + 0×8 bytes C++ psclient_static.exe!csSet<iSoundControlListener *,CS::Memory::AllocatorMalloc>::Delete(iSoundControlListener * const & object) Line 143 C++ psclient_static.exe!SoundControl::Unsubscribe(iSoundControlListener * listener) Line 56 C++ psclient_static.exe!SoundHandle::~SoundHandle() Line 91 C++ psclient_static.exe!SoundHandle::`vbase destructor’() + 0×14 bytes C++ psclient_static.exe!SoundHandle::`scalar deleting destructor’() + 0×14 bytes C++ psclient_static.exe!SoundSystemManager::InitSoundHandle(const char * name, bool loop, unsigned int loopstart, unsigned int loopend, float volume_preset, int type3d, SoundControl * & sndCtrl, SoundHandle * & handle, bool dopplerEffect) Line 438 + 0×23 bytes C++ psclient_static.exe!SoundSystemManager::Play3DSound(const char * name, bool loop, unsigned int loopstart, unsigned int loopend, float volume_preset, SoundControl * & sndCtrl, csVector3 pos, csVector3 dir, float mindist, float maxdist, float rad, int type3d, SoundHandle * & handle, bool dopplerEffect) Line 202 + 0×31 bytes C++ psclient_static.exe!psEntity::Play(SoundControl * & ctrl, csVector3 entityPosition) Line 317 + 0×72 bytes C++ psclient_static.exe!psEntity::Update(int time, float distance, int interval, SoundControl * & ctrl, csVector3 entityPosition) Line 354 C++ psclient_static.exe!psSoundSector::UpdateAllEntities(SoundControl * & ctrl) Line 356 C++ psclient_static.exe!SoundSectorManager::Update() Line 249 C++ psclient_static.exe!SoundManager::Update() Line 562 C++ psclient_static.exe!psEngine::UpdatePerFrame() Line 1218 C++ psclient_static.exe!psEngine::ProcessLogic(iEvent & ev) Line 893 C++ psclient_static.exe!psEngine::LogicEventHandler::HandleEvent(iEvent & ev) Line 762 C++ psclient_static.exe!csEventTree::Dispatch(iEvent & e) Line 576 + 0×10 bytes C++ psclient_static.exe!csEventTree::Notify() Line 547 C++ psclient_static.exe!csEventQueue::Notify(const CS::StringID<CS::StringSetTag::General> & name) Line 240 C++ psclient_static.exe!csEventQueue::Process() Line 260 C++ psclient_static.exe!csDefaultRunLoop(iObjectRegistry * r) Line 102 C++ psclient_static.exe!main(int argc, char * * argv) Line 1956 + 0×9 bytes C++ psclient_static.exe!__tmainCRTStartup() Line 555 + 0×19 bytes C psclient_static.exe!mainCRTStartup() Line 371 C
It’s absolutely critical to fix it, as we may easily have a missing file for different reasons.
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5697 | Medium | | 17.07.2012 | Talad | Daniel Perano | Loot randomizer seems not working properly | | 20.09.2012 | No |
Task Description
The loot randomizer rolls on adjective, prefix and suffix, but seems it never picks the last item on each of the 3 lists. So Let’s say we have these 4 adjectives: tattered ruined golden perfect
From practical experience in game seems the last one is never selected. Can be a ‘<’ instead of ‘⇐’ or the generator going from 0-99 and our numbers from 1-100 or similar issue in the code.
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5629 | Critical | | 09.05.2012 | Talad | weltall | npcdialog + travel crashes the client | | 20.11.2013 | No |
Task Description
Going to Krestal and typing “amdeneir” in the NPC Dialog bubble causes the client to crash. It doesn’t happen with normal chat.
Running in debug mode I see this stack trace:
KernelBase.dll!7704b9bc() [Frames below may be incorrect and/or missing, no symbols loaded for KernelBase.dll] KernelBase.dll!7704b9bc() msvcr100.dll!6dbd0269() msvcr100.dll!6dbe872d() msvcr100.dll!6dc455de() > psclient_static.exe!psEngine::UpdatePerFrame() Line 1182 + 0×14 bytes C++ psclient_static.exe!psEngine::ProcessLogic(iEvent & ev) Line 891 C++ psclient_static.exe!psEngine::LogicEventHandler::HandleEvent(iEvent & ev) Line 558 C++ psclient_static.exe!csEventTree::Dispatch(iEvent & e) Line 576 + 0×9 bytes C++ psclient_static.exe!csEventTree::Notify() Line 547 C++ psclient_static.exe!csEventQueue::Process() Line 260 C++ psclient_static.exe!csDefaultRunLoop(iObjectRegistry * r) Line 102 C++ psclient_static.exe!main(int argc, char * * argv) Line 1952 + 0×6 bytes C++ psclient_static.exe!WinMain(HINSTANCE * hApp, HINSTANCE * prev, char * cmd, int show) Line 234 + 0×16 bytes C++ psclient_static.exe!__tmainCRTStartup() Line 547 + 0x1c bytes C
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5628 | Medium | | 09.05.2012 | Talad | Anders Reggestadweltall | loadquest command crashes server | | 06.10.2014 | No |
Task Description
issuing /loadquest after changing a quest crashes the server.
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5626 | High | | 06.05.2012 | Talad | weltallAndrea Rizzi | Creature sounds implementation | | 06.05.2012 | No |
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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5383 | Medium | | 03.09.2011 | Talad | weltall | Voiceovers clash with music and are not audible | | 04.06.2020 | No |
Task Description
Whenever we play a voiceover the music should be lowered in volume dramatically, so the voiceover can be clearly heard. We spent a lot of time to create the voiceovers for the tutorial and most of it is wasted at this point.
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4429 | Low | | 09.05.2010 | Talad | weltall | Char creation, return to global view | | 15.05.2010 | No |
Task Description
In Char Creation there seems to be no way to return to the full view of your char after the view is zoomed on the face.
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4229 | Medium | | 09.03.2010 | Talad | Talad | list of all map bugs reported and should someday be fix ... | | 18.02.2020 | No |
Task Description
Collection of map bugs. This is a container.
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3876 | Medium | | 06.01.2010 | Talad | | Back button after login generates: your client has disc ... | | 07.01.2010 | No |
Task Description
If you enter a server, then click back, and then try again to connect the client reports “your client has disconnected”.
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3364 | Critical | | 23.11.2009 | Talad | Mike GistAndrew Dai | Teleport crashes | | 25.11.2009 | No |
Task Description
Very often when I issue a teleport command either to teleport myself to a new map or to teleport myself to a player, my client crashes.
Crash dumps: www.planeshift.it/download/PlaneShift_Talad Priest_Version_Nov 22 2009_Addr005ECADD.zip www.planeshift.it/download/PlaneShift_Talad Priest_Version_Nov 22 2009_Addr005EC85D.zip
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3147 | High | | 01.09.2009 | Talad | Mike Gist | 0.5 Rain is Black | | 15.10.2009 | No |
Task Description
I was in ojaroad2 and started raining. The rain is black, like if there is a transparency issue.
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3017 | High | | 06.07.2009 | Talad | Talad | All bugs related to portals being misplaced. | | 20.11.2013 | No |
Task Description
There are occasions in which loading multiple levels at the same time or teleporting between levels, causes the portals between maps to behave strangely. You may get misplaced portal positions or empty (missing) portals.
Usually exiting the game and reloading the game fixes the problem.
We should group here all those bugs, so when we find the cause all these bugs can be closed together.
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1865 | Medium | | 04.07.2008 | Talad | | Improve the delete char message. | | 19.07.2008 | No |
Task Description
When you click on “delete” in the char selection window, the message that pops up is not very clear. It may happen to click the delete by mistake and the message should state again you are deleting it.
Please change the message to:
“Are you sure that you want to PERMANENTLY DELETE this character? If yes, enter your account password to confirm:”
Please check the addition in 800×600 as well, the popup win should stay inside the window.
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1340 | Low | | 24.03.2008 | Talad | Dave BenthamFrank Barton | BUY_PERSONALISE flag remains on bought items. | | 05.05.2008 | No |
Task Description
The items which you can buy like Generic Map and Blank Book have a flag set on those called BUY_PERSONALISE so the engine knows that those items will have to generate a new unique item when sold.
When you buy one of those the BUY_PERSONALISE flag is still present also on your item, which I think may cause some issues in the future. We should clear that flag (but leave others!) from the item.
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1307 | Critical | | 21.03.2008 | Talad | Mike Gist | Sewers - hydlaa: Falling of the world and bad camera be ... | | 21.11.2009 | No |
Task Description
This is the oldest bug I can remember, and a bad one too. It is still easy to fall of the world when leaving the sewers. Since this is a place many new players go as their only hope in getting PP, this should have been fixed 4 years ago when it was found :). It may have become better now, but it still is too easy. It may be a mix of map and camera problems.
1. In 3d camera view, with ANY distance of the camera (I tried with far and as close as possible) walk down one step of the stairs 2. Rotate a bit, until you see the outside world disappear 4. Walk up to the wall and upwards, until you fall over.
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1306 | Very Low | | 21.03.2008 | Talad | | Mouselook interrupted if additional input is provided | | 12.07.2009 | No |
Task Description
Posted by: Cha0s Date: 9:58 AM 07-18-2006 I’ve bound mouselook to the right mouse-button (I also bound the context menu to the right mouse-button too, but that’s fine). It works great when I’m in auto-run. It works great when I press and hold forward first… It doesn’t work great if I press any other keys in after entering mouselook.
For example: 1. Press ‘Up’ to start running. 2. Enter mouselook. So far, so good. 3. Press ‘Right’ to strafe right. Mouselook cuts out.
The result is that moving while mouselooking is a challenge (unless I use the tab-look). I should be able to use any hotkeys I want while mouselooking (without having mouselook die on me). It’s really annoying! :P
Posted by: dfryer Date: 7:21 PM 02-20-2007 Oh the suffering! Will Cha0s survive? TUNE IN NEXT … Soon
Posted by: AryHann Date: 10:30 PM 02-20-2007 If this is assigned, please assign it ;)
changing status to Assigned.
Posted by: AryHann Date: 2:02 AM 08-03-2007 Trymm is this still happening?
Posted by: Trymm Date: 2:53 AM 10-07-2007 The character does not jump out of mouselook as long as there are no items in front of the cursor, e.g. running around in an empty part of the NPCroom. However, if there is an item in front, then it does. I bellieve this is related to the fact that leftclick is also bound to “item select”. If I redefine “item select”, then this does not happen even if itemd are in front of the cursor.
There is another anoying bug, though, which bites very hard: 1) bind mouselook to leftclick 2) enter mouselook using leftclick (NOT TAB!!) 3) hit strafe left (q) while keeping the left mouse button down.
This will result in the machine locking up completely. I’m not sure if this is an OSX bug, or even if it has been reported before. It may or may not require items to be present in front of the character, of this I am not sure. It is essentially very painful to diagnose, as a complete restart of the computer is needed each time it happens …
Posted by: Caarrie Date: 4:56 AM 10-07-2007 At Trymm’s request i tested this on my linux machine and was not able to reproduce this bug there.
Posted by: Trymm Date: 5:23 AM 10-07-2007 Then feel free to close this. I’ll investigate further on PPC and X86 versions of OSX and open a new bug report if it is appropriate.
Posted by: Caarrie Date: 5:47 AM 10-07-2007 lets leave this mac specific bug open till you are done testing. and since it is assigned to dfryer it is up to him to close this or arianna when she gets back.
Posted by: AryHann Date: 7:58 AM 11-05-2007 dfryer is not available, therefore, Caarrie and Trymm if you consider this good to be closed, just close it.
Posted by: Caarrie Date: 10:50 AM 12-06-2007 Trymm when you get a chance can you look at this again and decide what to do with it
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1305 | Low | | 21.03.2008 | Talad | | Exhaustion sets "last valid position" | | 23.03.2008 | No |
Task Description
Comments: Posted by: Arerano Date: 3:28 PM 02-17-2007 if you get exhausted, the server remembers this position (where you get exhausted) as last /unstick-stack position. if you get exhausted while running against an angular surface (which causes you to get stuck) unstick doesn’t reset you to a “working” position anymore.
Posted by: Nilrem Date: 1:59 AM 02-18-2007 It seems indeed to be so. Confirming.
Posted by: AryHann Date: 6:29 AM 08-07-2007 Nilaya, I thought you worked a bit with the /unstick stuff. Maybe you can give a look at this? (PS: ThomPhoenix, can you verify that this exist still in the newer version?)
Posted by: ThomPhoenix Date: 1:31 PM 08-11-2007 I’ll check asap.
Posted by: ThomPhoenix Date: 5:38 PM 08-11-2007 Hmm. Even though I set all my skills and stats to 1 and I disabled “nevertired” I didn’t seem able to get my stamina down.
So: Unable to verify.
Can someone else try too?
Posted by: Lanarel Date: 5:05 AM 08-12-2007 Thom look at bug <a href=’/bugtracker/bug.php?op=show&bugid=2725’>2725</a> for how you can make stamina decrease on CVS (someone should commit that change :) ).
Posted by: Lanarel Date: 5:12 AM 08-12-2007 I tested and confirm: - apply changes from bug <a href=’/bugtracker/bug.php?op=show&bugid=2725’>2725</a> so stamina decreases when running - run straight onto the steepest ramp (adjust direction so you do not slide) - after a bit stop. You are now stuck (this is the more important bug in my opinion :) ). - /unstick will move you to a safe position. So far so good - run onto the ramp again. This time wait until you are exhausted. You are stuck again - Type /unstick. It moves you to the stuck position on the ramp.
Posted by: Lanarel Date: 5:16 AM 08-12-2007 Actually the simpler test (as you do not have to be stuck): - run until you are exhausted - walk a few metres - /unstick will put you back to where you were exhausted
Posted by: Caarrie Date: 11:52 AM 12-06-2007 Nilaya are you still working on this?
Posted by: Nilaya Date: 11:56 PM 12-06-2007 I wasn’t, but I can certainly do so now.
I believe the problem is…the client gets movelocked (due to exhaustion/sit/freeze/overweight/defeat), but is still trying to move for a little bit. The server, having hardlocked it, forces them back to their old position (the jolt backward) using SetPosition.
SetPosition calls UpdateValidLocation with force = true, forcing the new valid location. I think this is what keeps people from unsticking out of DR back to life, etc.
Mind you, the above could be complete baloney - I need to look further. If it is true, however, we may be able to force only on sector changes, eliminating the problem 95% of the time. Possibly other solutions too.
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1304 | Low | | 21.03.2008 | Talad | | Fall damage doesn't kill NPCs and they still fight | | 12.08.2009 | No |
Task Description
Posted by: Tm Date: 6:53 AM 03-27-2005 When they fall and die, they get 0% HP , dead status, but are still on foot, still attack and are invincible. I had a few confused reports in the past, Merak understood the problem at last.
Posted by: zabeal Date: 12:47 AM 04-23-2005 It has been suggested that they go below 0hp, and do not die until they heal back up to 0.
Posted by: zabeal Date: 11:07 PM 06-05-2005 One fix for this could be to set a range for how far an NPC may wander- if they go a ways beyond they would try to get back, but if they go too far beyod, either by falling, or by being lured by a player, they could either die, or respawn. This would fix many problenms with mosnters become glitched.
Posted by: Tangerina Date: 2:35 AM 11-23-2005 Bug# 1298 →Samadin wishes: “Please add fall damage to monsters. If we’re going to the realism thing, I think that falling down a 30 m deep spiral stairscase should at least *scratch* a rat…”
well if the monster died because of fall damage i think no one should keep the loot/exp.
Posted by: Sisilam Date: 10:06 AM 12-17-2005 once monsters falling down the spiral died. This was a nice trick to earn lot of EXP even on huge Monsters. So this was removed. But now it lacks on realism and also it could happen that several monsters falling down and keeping together a wall of monsters which never could be fighted again. So if you realy would prevent hijacking EXP that way let them falling and die whithout EXP!
Anyway .. I think Roleplaying should always have also the idea of not alway only dump slaying but instead using the brain and some tricks to overcome a monster. So I don’t find it such bad to earn EXP that way. Maybe you could limit the EXP of fallen Monsters if you wish to prevent to much hijacking. I think intelligent ways should be honored and also keep in mind that in real world human man kind does the same with mamuts to let them fall in a pit to get it killed!
Posted by: Caarrie Date: 1:11 PM 06-21-2007 monsters still have no fall damage
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1303 | Medium | | 20.03.2008 | Talad | Keith | faction points lost if server resets while completing q ... | | 27.02.2021 | No |
Task Description
Posted by: Lanarel Date: 1:46 PM 01-08-2008 Did a test on svn with merchant, and also looked at the code. THings are weird, but bug does occur.
1. Target merchant, say “can bring you”, until you get the sandwich quest. 2. Say “here you”. System messages show (more or less, but in this order): - Merchant gave you 1 hexa. - Merchant gave you a mug. - Merchant gave you 3 Potion of Healing. - Your faction with merchant improved. - Quest completed! - You completed the merchant sandwich quest In inventory you will find the items are added. In stats window you will see faction increased by 5. In quest window, the sandwich quest shows as completed.
All this exactly as supposed to be. And the system messages show that all quest operations (giving money/items/faction and completing) are handled in the order given in the quest script, with completion last. This is also what I see in the code (how script is parsed into a list of ops and executed). From this it seems unlikely that the described bug could occur. However, now try this:
1 target merchant, start sandwich quest by saying “can bring you” 2 open stats window, showing factions 3 have window running psserver visible 4 target merchant (/target next npc, so stats window can stay visible) 5 type “here you” but do not press enter yet. 6 have mouse over psserver window 7 now in this order, very quickly, press enter (now saying “here you”), click on server window and ctrl-C. - This will kill the server. - the system messages are exactly as before, telling you all items and faction points are given, and quest is completed - stats window shows faction did increase - inventory shows you did get the items - quest window shows quest is completed All seems well. But. Now restart server and client. Login again. - quest still shows as completed - items are in inventory - faction went back to before the first try. So BOTH runs of the quest did not save faction to the DB!
Also: I did not test with choosing a reward (no idea how to do that in a script). I could be that the script operations are started in order, but are not waiting for the previous one to finish. This would mean that first a reward window would open, then the quest complete, then the server crash without you choosing. - the stats window
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1302 | Low | | 20.03.2008 | Talad | | weakness gfx effect doesn't show up | | 26.07.2008 | No |
Task Description
Comments: Posted by: Caarrie Date: 4:44 AM 07-12-2007 The new weakness spell does not show up ingame it uses the darkness spell effect instead of the weakness one. Assign to Talad
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1301 | Medium | | 20.03.2008 | Talad | Anders Reggestad | [INV] Container displays wrong items after item-switch. | | 25.01.2014 | No |
Task Description
Posted by: ThomPhoenix Date: 11:47 AM 07-19-2007 -Spawn 2 sacks. -Spawn a couple of glyphs. -Put one sack to the left and one sack to the right of your inventory. -Put the glyphs in the sack to the left. -Both sacks are as they should be. -Drag one of the sacks on the other so they switch places. -Now the sack to the right should contain items and the one to the left should be empty. -You will see that both sacks contain the glyphs now! Closing and reopening the container window has no effect. -Trying to move the items in the fake sack or moving the sacks around in the inventory will fix the issues.
Posted by: ThomPhoenix Date: 11:53 AM 07-19-2007 Managed to duplicate on both Laanx and CVS by the way.
Posted by: ThomPhoenix Date: 2:09 PM 08-22-2007 I experienced this bug when not just item-switching but when simply dragging them around. Example: Sack in Slot A to Slot C. Sack in Slot B to slot A. Sack in slot C to slot B.
When you do this the contents of the sacks are messed up as they partially display items that should be in another sack.
Quite(!) an annoyance when rearranging your inventory like I just did. Is this being worked on or on someone’s list?
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1300 | Low | | 20.03.2008 | Talad | | Weakness damage doesn't kill. | | 21.03.2008 | No |
Task Description
Posted by: buergi Date: 8:09 AM 05-22-2007 Casting weakness spell on a NPC reduces its HP to 0%, but the NPC doesn’t die. Clearing the target and reselecting shows the real HP which the NPC has. Seems that the NPC’s real HPs are not correctly synced to the one you can see in the information panel.
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1299 | Medium | | 20.03.2008 | Talad | Mike Gist | Temporary cloning of items (client display issue only) | | 22.02.2010 | No |
Task Description
Posted by: ThomPhoenix Date: 12:33 PM 04-13-2007 -Pick up two small keys in the NPCroom. -Equip one in the right hand and one in the left hand. -Drag the one in the left hand onto the one in the right hand. -Now quickly before the inventory refreshes click on the key and drag it away. -Now you have two keys equipped and one under your mouse. -Release the third key into an inventory slot. -You have three keys now! -You can do whatever you want with the clone in the slot. -The clone one in the right hand will disappear once you do anything with it. -Closing/Reopening the inventory has no effect on this bug.
Marking annoyance as it’s not a “real” cloning problem and thus not abusable.
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1298 | Low | | 20.03.2008 | Talad | | Unpickable items can be picked by GM5+ | | 24.07.2009 | No |
Task Description
Posted by: Caarrie Date: 4:41 AM 04-10-2007 with a GM lvl gm5 or above you can pickup any item that is not pickupable. This could cause problems if the person that picks the item up does not see the message that you picked up a not pickupable item. I think it would be better to leave it so that no one unless you change it to pickupable true can pickup an item marked pickupable false. It would be too easy for a busy dev that does not see all messages on screen to log off with a crafting item if it is not down far enough under the map if they used a pickup shortcut.
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1297 | Low | | 20.03.2008 | Talad | | Character creation glitches. | | 09.05.2010 | No |
Task Description
Ylian→Male.
Change face trait. Now clicking on the central window (where the preview of your newly applied trait is shown) won’t return you to the general, full body view. In order to do so, you’ve to click on change hair colour too (even if to leave it the same colour as before). Returning to general view should be possible also, having changed only the face appearance.
Dermorian → male
Changing face trait does not allow to return to general view. Same comment as Ylian.
Stonebreaker → male
Changing face… idem. So there’s a problem with changing face not allowing to return to general view ^^
Diaboli → female
Changing hair colour zooms as to see the changes, but the model is not rendered. You’ve to click the preview screen in order to return to general view and see the hair colour changes applied.
Diaboli → male
Same comment as diaboli→female. But this time the camera zooming mode shows an artifact on the upper left corner.
Ynnwn → Description
it says “the ynnwyn race” should be “ynnwn” race.
Face traits (male & female)
Same comments as above, cannot return to general view.
Curious note: While ynnwns should rarely have horns, both of the available models so far for the ynnwn race do have them ^^
Klyros → Description
Normally descriptions do warn about unavailable 3d models (and say you can continue using those of another race anyway) or uncomplete implementations (this race still doesn’t have ready the female model) in the case of klyros, this warning is not made. I think female model for klyros is not yet there, and not meant to be exactly the same one as male, so the same warning as for other races should be shown here too, at top of their description. “The female 3d model for this race is not yet …”
the dermf if you change hair lenght you cant see that feature change in char creation at all even if you change face or change back to this race after selecting another race
Posted by: Aresilek Date: 8:22 PM 09-29-2007 Face Trait - can’t return to normal view without changing hair/other spec: Bug Confirmed. Diablo’s models not been rendered: They rendered for me “The Ynnwn Race”: Bug Confirmed. Klyros Female No Warning: Bug Confirmed. Traits not fitting inside text boxes: Bug Confirmed. Paths Double Scroll Bars: Bug Confirmed. Paths Randomize doesn’t change Parents and Life: Bug Confirmed.
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1296 | Low | | 20.03.2008 | Talad | weltall | Check on crafting missing. | | 20.01.2014 | No |
Task Description
(moved from old bug tracker)
Posted by: azaghal Date: 1:43 PM 07-31-2007 The bug is still present, or it’s a regression.
Steps to reproduce: 1. Gain full theoretical knowledge about Axe Making for the next level. 2. Start hammering 4 heated stocks (with axe book equiped in mind slot) on anvil. 3. Right after that move the stocks into your inventory (before the actual axe blade is made).
Expected results: You should receive message about interuption right away, and no XP points in Axe Making.
Actual results: After some time (that’s anyway needed for hammering the stocks into a blade) you get the following two messages (along with the XP points for Axe Making): You’ve gained some practice points in Axe Making. You interrupted your work when you moved item.
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1292 | Low | | 20.03.2008 | Talad | | Maps are not resizing based on screen resolution. | | 24.03.2008 | No |
Task Description
Posted by: Cha0s Date: 11:07 AM 03-18-2007 Basically, the sketch-pad size depends on the resolution. People with wide-screen resolutions get a stretched map. The content, however, is not resized to fit within the map. So either: A. the maps need to be made a fixed size, regardless of resolution or, B. the content needs to be resized to fit the resolution. Screenshots of my map (800×600) and Caarrie’s map (1440×900) are enclosed. The result is that a map that’s really useful for one person can be useless for someone else with a different resolution.
My map: http://world-of-cha0s.hostrocket.com/PSScreens/Cha0sMap.png Caarrie’s map: http://world-of-cha0s.hostrocket.com/PSScreens/CaarrieMap.png
Posted by: Caarrie Date: 7:51 AM 11-05-2007 i am not sure but this might have been fixed with the ability to resize maps
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1291 | High | | 20.03.2008 | Talad | Kenneth GraunkeMike Gistweltall | Meteor spell gfx effect on CASTER! | | 22.07.2009 | No |
Task Description
When you cast the Meteor spell, the meteor strikes YOU instead of the target!
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1290 | Low | | 20.03.2008 | Talad | | Damage is dealt before spell effects is completed | | 27.02.2021 | No |
Task Description
When casting Meteor, flying stones or similar spells, the damage are dealt before the graphical effect is completed.
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1286 | Low | | 20.03.2008 | Talad | | (NULL) Description on chars | | 22.05.2008 | No |
Task Description
Posted by: LigH Date: 5:02 PM 11-04-2006 I guess that those players who selected a path instead of the detailed childhood, and therefore don’t have any childhood events, have an empty SELECT result from a JOIN, and no personal message yet, so the SQL result “(null)” is shown as description.
Instead, characters without any personal details should probably better get a description like “This person is hard to describe…” if the SQL query returns a NULL.
Posted by: ThomPhoenix Date: 9:56 AM 11-05-2006 True. There are also situations where players without a description, like players who chose a path and then delete the “null” entry, end up with no “examine” button in the ActionLocation (right-click) menu.
I think Bereror is onto that one though.
Posted by: LigH Date: 10:09 AM 11-05-2006 Hmm… thinking about the content again, a dummy text like “Not much is known about this person” might make more sense than my previous suggestion.
Posted by: Nilrem Date: 12:20 PM 02-12-2007 Perhaps when entering the “paths” option, the “randomize” option should be automatically called, so some traits are assigned to the one creating the char. The paths screen does have now a randomize button. I think if they select a path (say rogue) they do get some description, or not even then?
Posted by: Lanarel Date: 9:06 AM 08-08-2007 I recently made a quick char for testing and used the quick path thing. My character now has a description “(NULL)”. THis was just after the release of 3.19 (with a dermorion female)
Posted by: Lanarel Date: 2:20 PM 03-02-2008 I also say that some function called before inserting something in SQL db, replaces non existing strings with the string “(null)”, which confirms an earlier assumption that that is where it comes from.
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1285 | Low | | 20.03.2008 | Talad | | Two background musics playing mixed in parallel | | 13.12.2008 | No |
Task Description
Posted by: Wired_Crawler Date: 2:59 PM 08-23-2006 It is not random. I can reproduce it like the following (I’m sure other maps can be used as well, but I used area between hydlaa plaza and jayose library):
1. Start the client in windowed mode (background music must be turned on). 2. Go to hydlaa plaza (preferably sector hyjayose01). 2’ (this step is probably not required, but my compy reaches end of life and I can’t check it today) Logout and login again. 3. Go to east hydlaa, CROSS THE REGION LOADING AREA (portal between hyjayose01 and hyjayose02). 4. After new maps are loaded: 4a. switch to full screen mode OR 4b. switch to other application which was running in background (and back to PS) OR 4c. on linux switch to other desktop and back OR 4d. (probably) minimize and maximize PS wndow 5. second background music starts playing (wait a while to hear it, beginning of hydlaa theme is quiet).
You can repeat steps 4-5 more times to make sure you hear the effect (music may start playing more then two times O.O)
(You can also start in full screen mode, switching to windowed does it too.)
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1282 | Very Low | | 19.03.2008 | Talad | Andrew Craig | Tooltips in inventory window | | 29.04.2008 | No |
Task Description
Posted by: Cilla Date: 8:46 PM 07-26-2007 It is often extremly difficult to make the item or slot label appear, for some slots like pants it does not work at all…
Posted by: Cilla Date: 6:40 AM 07-30-2007 1152 x 864 with window mode.
Position of the ps window? Centered on my screen.
resized the pic but thats what it saved… http://tinypic.com/view.php?pic=6bnzx2o
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1273 | Low | | 19.03.2008 | Talad | | Loop Background Music option is not working. | | 12.07.2009 | No |
Task Description
Posted by: AryHann Date: 3:38 AM 01-22-2006 When this setting is modified, the music in game is not affected until I restart the client.
Posted by: Lanarel Date: 12:32 PM 12-14-2007 Still the case in 3.021svn
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1271 | Low | | 19.03.2008 | Talad | Talad | Bronze Doors Particles | | 18.02.2020 | No |
Task Description
(moved from old bug tracker)
Posted by: LigH Date: 12:27 PM 11-26-2006 The drops dripping from the ceiling of the mine pond in the Bronze Doors cave don’t reach the floor (water level) anymore, also they look like ice cubes (it seems they lack of transparency at the edges). The texture “raindrop.dss” is DXT1, which does not contain a gradual alpha channel.
A similar effect happens with torch flames at the path up to the fortress at Bronze Doors. I guess the alpha masks either don’t exist, or are misscaled.
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1270 | Low | | 19.03.2008 | Talad | | objects temporarily vanishing from view. | | 20.08.2009 | No |
Task Description
(moved from old bug tracker)
Posted by: iavramov Date: 10:00 AM 07-12-2007 New in 019, it happens from time to time that another player or object that is nearby vanishes from view, even though they are still there, and you can still target/greet/etc. The effect is temporary, and they reappear if you move around.
Posted by: Aiken Date: 4:19 PM 07-15-2007 This is very noticable in Oja. I really notice if I go into the room near Jirosh that has the rogue and rat in it. If I go in there I go into the corner behind the rogue and face so I am looking out through the door. While heading into that room the barrels in the corner behind the rogue disappear until I am in the corner.
Once in the corner behind the rogue, the crates and barrels in front of me disappear. So does at least one barrel to my right. Also any rogues/players that should be able to be seen through the door disappear. Move slightly and the objects will start coming back. Or more disappear.
This is with adaptive turned off and distance set to 1000 so I would expect to be able to see everything in my line of sight.
It seems as though having a monster between me and what I am looking at is enough to for the object behind to not be drawn. I had a rat between me a pile of crates and barrels and could not see them until I moved slightly. Same with the rogue and all the barrels and crates behind it.
Posted by: Aiken Date: 4:56 PM 07-15-2007 Rogue in front of me - objects and players behind disappear
Dead rogue in front of me - objects and players behind disappear
Short period from when the rogue’s body disappears to when the live rogue comes back every thing that should be seen can be seen.
Posted by: jorrit Date: 6:20 AM 07-18-2007 I see three possibilities: - Either there is a portal at that spot which is defined wrong in the map and that can cause this kind of problem. - Else this is a problem with the PS camera moving the camera behind some wall. - It can also be that in the map file some object is specified wrong as a culler. Hard to say in general.
Posted by: Aiken Date: 8:45 PM 07-19-2007 4 more examples.
The 2 rogues and the rat outside Jirosh will do the same.
Stand at 70.78,-2.11,29.30 Akk-East and the rat in front of you blocks the view of all rogues + players outside of Jirosh.
Stand at -38.77,-7.22,-78.79 ojapath and the rogue in front of you blocks the view of all the rogues (I think 5) behind him.
The rogue nearby in the tree/bamboo does the same.
Posted by: AryHann Date: 2:29 AM 07-20-2007 This is definetely confirmed.
Posted by: Rongar Date: 7:40 PM 08-04-2007 From my point of view, it has something to do with the name tags (labels). Usually I keep my labels on ‘always visible’ and was experiencing the same issues with vanishing objects/npcs/players, but after I noticed, that I was always close to someone, when the bug occured, I switched to ‘never visible’.
Here some pictures of evidence
Wrathrat behind npc (with labels) http://i130.photobucket.com/albums/p274/Rongar83/shot19-1.jpg
Wrathrat behind npc (without labels) http://i130.photobucket.com/albums/p274/Rongar83/shot20-1.jpg
Small table behind npc (with labels) http://i130.photobucket.com/albums/p274/Rongar83/shot21-1.jpg
Small table behind npc (without labels) http://i130.photobucket.com/albums/p274/Rongar83/shot22-2.jpg
Posted by: Rongar Date: 8:07 PM 08-04-2007 *edit* Changed operating system to all, since I’m on linux and have this bug occuring.
Posted by: iavramov Date: 1:52 PM 08-11-2007 some additional notes: - best way to reproduce is to stand in one spot, and rotate slowly until some object in view disappears. It doesn’t happen everywhere, but it’s not uncommon either. - it can happen to pretty much any object, from landscape (ie staircases) to the character themselves. - it can happen in areas that are not near any walls or sector boundries. - when an object disappears, the entire object will disappear, rather than just part. - some gratuitous screenshots :) (borrowed from another report): http://travpath.mine.nu/gallery/dev/shot43.jpg (staircase in the distance) http://travpath.mine.nu/gallery/dev/shot44.jpg (shadow on the ground in the pit is supposed to show a monster on it)
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1269 | Low | | 19.03.2008 | Talad | Talad | Lake mushrooms aren't mouse-targetable due to map mesh ... | | 20.11.2009 | No |
Task Description
Targeting in PlaneShift is pretty hard. Starting from characters and NPCs, you always have to click many times before finding the “right” spot.
Other reports include:
the Lake mushrooms (those in the mines of BD) are only pickupable with a shortcut. I’m not able to target them with the mouse.
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1267 | Medium | | 19.03.2008 | Talad | Kenneth GraunkeTalad | Monster Variations Description | | 23.03.2008 | No |
Task Description
When you observe a “Dark rogue” (why dark rogue? they’re blue :P) it says:
“You see a male Rogue2 in front of you…”
I guess this is due this using the 2nd rogue texture and then being referenced as rogue2. But still they’re rogues, and I guess some “makeup” should be used, before displaying on description window, to avoid the numbers.
This might also happen to other NPC variants, when they’re settled in different locations in game.
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1266 | Low | | 19.03.2008 | Talad | Talad | Content - magicshopout: Portal clipping issue in magic ... | | 01.06.2009 | No |
Task Description
I thought it was reported already, but I can’t find it in bugtracker. Inside magic shop you can see outside walls of the building through the portal _p_ms_door (see screenshot: http://img96.imageshack.us/img96/3048/shot092nd.jpg). Adding {clip/} to that portal fixes the problem, but because door frame is in sector magicshopout it gets cut off too :/ (screenie: http://img96.imageshack.us/img96/6594/shot101iz.jpg), so this element probably should be redesigned …?
This is similar to bug <a href=’/bugtracker/bug.php?op=show&bugid=1055’>#1055</a> (I’ll update it too)
old problem of clipping
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