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From: SourceForge.net <no...@so...> - 2013-05-27 06:24:10
|
Bugs item #3612813, was opened at 2013-05-06 22:25 Message generated for change (Comment added) made by antumdeluge You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101111&aid=3612813&group_id=1111 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None Status: Open >Resolution: Fixed Priority: 5 Private: No Submitted By: Deluge (antumdeluge) Assigned to: Nobody/Anonymous (nobody) Summary: NotificationArea in Strange Position: int_magic_house1 Initial Comment: There is a warning message about a dragon in int_magic_house1, but the message doesn't display until you are past the dragon. The message should be displayed when you enter the house. ---------------------------------------------------------------------- >Comment By: Deluge (antumdeluge) Date: 2013-05-26 23:24 Message: Fix committed to CVS. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101111&aid=3612813&group_id=1111 |
From: SourceForge.net <no...@so...> - 2013-05-24 19:17:21
|
Bugs item #3613795, was opened at 2013-05-23 06:38 Message generated for change (Comment added) made by antumdeluge You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101111&aid=3613795&group_id=1111 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None Status: Closed Resolution: Fixed Priority: 9 Private: No Submitted By: Deluge (antumdeluge) Assigned to: Deluge (antumdeluge) Summary: Creatures Not Rerouting Path Initial Comment: Creatures attacking player do not change path after colliding with NPC. Also, if player holds still while surrounded by enemies, creatures will not move in to attack when spot comes available. These bugs are likely due to changes made for PassiveNPC. There could be a rogue clearPath() function. ---------------------------------------------------------------------- >Comment By: Deluge (antumdeluge) Date: 2013-05-24 12:17 Message: Oops, guess I already said that. ---------------------------------------------------------------------- Comment By: Deluge (antumdeluge) Date: 2013-05-24 12:16 Message: Fix committed. ---------------------------------------------------------------------- Comment By: Deluge (antumdeluge) Date: 2013-05-23 07:16 Message: Fix committed to CVS by overriding handle collision methods in Creature.java. Please test creature behavior thoroughly to make sure it is the same as previously. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101111&aid=3613795&group_id=1111 |
From: SourceForge.net <no...@so...> - 2013-05-24 19:16:59
|
Bugs item #3613795, was opened at 2013-05-23 06:38 Message generated for change (Comment added) made by antumdeluge You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101111&aid=3613795&group_id=1111 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None >Status: Closed >Resolution: Fixed Priority: 9 Private: No Submitted By: Deluge (antumdeluge) Assigned to: Deluge (antumdeluge) Summary: Creatures Not Rerouting Path Initial Comment: Creatures attacking player do not change path after colliding with NPC. Also, if player holds still while surrounded by enemies, creatures will not move in to attack when spot comes available. These bugs are likely due to changes made for PassiveNPC. There could be a rogue clearPath() function. ---------------------------------------------------------------------- >Comment By: Deluge (antumdeluge) Date: 2013-05-24 12:16 Message: Fix committed. ---------------------------------------------------------------------- Comment By: Deluge (antumdeluge) Date: 2013-05-23 07:16 Message: Fix committed to CVS by overriding handle collision methods in Creature.java. Please test creature behavior thoroughly to make sure it is the same as previously. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101111&aid=3613795&group_id=1111 |
From: SourceForge.net <no...@so...> - 2013-05-24 19:16:21
|
Bugs item #3613841, was opened at 2013-05-23 23:01 Message generated for change (Comment added) made by antumdeluge You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101111&aid=3613841&group_id=1111 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None >Status: Closed >Resolution: Fixed Priority: 8 Private: No Submitted By: Deluge (antumdeluge) >Assigned to: Deluge (antumdeluge) Summary: Player Character Turn Toward Target When Out of Range Initial Comment: Along with the player turning automatically toward the attack target, there is a bug that causes the player to turn even when the enemy is out of range if the player did not terminate the attack. ---------------------------------------------------------------------- >Comment By: Deluge (antumdeluge) Date: 2013-05-24 12:16 Message: Fixed by checking if target is within view. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101111&aid=3613841&group_id=1111 |
From: SourceForge.net <no...@so...> - 2013-05-24 18:46:29
|
Bugs item #3613665, was opened at 2013-05-21 08:03 Message generated for change (Comment added) made by kiheru You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101111&aid=3613665&group_id=1111 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None >Status: Closed >Resolution: Fixed Priority: 5 Private: No Submitted By: bluelads (bluelads99) >Assigned to: Kimmo Rundelin (kiheru) Summary: Puppy attacking button Initial Comment: Hello, there is an "attack" button shown when you rightclick on the puppy which walks around in Semos city. Maybe that one can be changed to "pet" for getting a message like the new one for the teddy maybe or deleting the attack button might be good, too. Greetings Bluelads4 ---------------------------------------------------------------------- Comment By: Kimmo Rundelin (kiheru) Date: 2013-05-24 11:46 Message: OK, thanks for the error report. Problem is now fixed in CVS. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101111&aid=3613665&group_id=1111 |
From: SourceForge.net <no...@so...> - 2013-05-24 06:01:00
|
Bugs item #3613841, was opened at 2013-05-23 23:01 Message generated for change (Tracker Item Submitted) made by antumdeluge You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101111&aid=3613841&group_id=1111 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None Status: Open Resolution: None Priority: 8 Private: No Submitted By: Deluge (antumdeluge) Assigned to: Nobody/Anonymous (nobody) Summary: Player Character Turn Toward Target When Out of Range Initial Comment: Along with the player turning automatically toward the attack target, there is a bug that causes the player to turn even when the enemy is out of range if the player did not terminate the attack. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101111&aid=3613841&group_id=1111 |
From: SourceForge.net <no...@so...> - 2013-05-23 14:28:33
|
Bugs item #3613663, was opened at 2013-05-21 08:01 Message generated for change (Settings changed) made by antumdeluge You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101111&aid=3613663&group_id=1111 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None >Status: Closed >Resolution: Fixed Priority: 5 Private: No Submitted By: bluelads (bluelads99) >Assigned to: Deluge (antumdeluge) Summary: Weirdo puppy waking in Semos city Initial Comment: Hello, a puppy like thingy runs straight to the bottom of the semos city map once you've joined the map (e.g. going out of the blacksmith house). It's a bit like a walkable entity, you can walk over it when it runs down and can cross it. That happened on testserver, newest client (21.5.). Greetings Bluelads4 ---------------------------------------------------------------------- Comment By: Deluge (antumdeluge) Date: 2013-05-23 07:25 Message: This puppy was placed there to test PassiveNPC in collision areas. Will remove. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101111&aid=3613663&group_id=1111 |
From: SourceForge.net <no...@so...> - 2013-05-23 14:25:40
|
Bugs item #3613663, was opened at 2013-05-21 08:01 Message generated for change (Comment added) made by antumdeluge You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101111&aid=3613663&group_id=1111 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None Status: Open Resolution: None Priority: 5 Private: No Submitted By: bluelads (bluelads99) Assigned to: Nobody/Anonymous (nobody) Summary: Weirdo puppy waking in Semos city Initial Comment: Hello, a puppy like thingy runs straight to the bottom of the semos city map once you've joined the map (e.g. going out of the blacksmith house). It's a bit like a walkable entity, you can walk over it when it runs down and can cross it. That happened on testserver, newest client (21.5.). Greetings Bluelads4 ---------------------------------------------------------------------- >Comment By: Deluge (antumdeluge) Date: 2013-05-23 07:25 Message: This puppy was placed there to test PassiveNPC in collision areas. Will remove. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101111&aid=3613663&group_id=1111 |
From: SourceForge.net <no...@so...> - 2013-05-23 14:23:54
|
Bugs item #3613158, was opened at 2013-05-12 19:42 Message generated for change (Comment added) made by antumdeluge You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101111&aid=3613158&group_id=1111 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None Status: Open Resolution: None Priority: 5 Private: No Submitted By: Louis Baldwin (louis75) Assigned to: Nobody/Anonymous (nobody) Summary: dieing and no equipment loss notice Initial Comment: I died near bear cave at semos mountain.Did not receive a notice about experience or equipment loss.Apparently i loss my elf shield. ---------------------------------------------------------------------- >Comment By: Deluge (antumdeluge) Date: 2013-05-23 07:23 Message: This happened to me once before where I didn't get a notification about XP, stats and items lost. I died in int_kalavan_castle. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101111&aid=3613158&group_id=1111 |
From: SourceForge.net <no...@so...> - 2013-05-23 14:22:17
|
Bugs item #3611348, was opened at 2013-04-19 02:21 Message generated for change (Settings changed) made by antumdeluge You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101111&aid=3611348&group_id=1111 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: Client Group: None >Status: Closed >Resolution: Fixed Priority: 5 Private: No Submitted By: BethanyKristen (bethanykristen) >Assigned to: Deluge (antumdeluge) Summary: "Stone" Client Style Error Initial Comment: The 'stone' client style in the visual settings seems to be malfunctioning. GFX Not Found. -Kristen ---------------------------------------------------------------------- Comment By: Deluge (antumdeluge) Date: 2013-04-20 19:07 Message: Has been fixed in CVS. Not sure if there will be a client update before 1.08. ---------------------------------------------------------------------- Comment By: BethanyKristen (bethanykristen) Date: 2013-04-19 02:23 Message: Oops, that screenshot didn't come out as planned, sorry. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101111&aid=3611348&group_id=1111 |
From: SourceForge.net <no...@so...> - 2013-05-23 14:16:20
|
Bugs item #3613795, was opened at 2013-05-23 06:38 Message generated for change (Comment added) made by antumdeluge You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101111&aid=3613795&group_id=1111 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None Status: Open Resolution: None >Priority: 9 Private: No Submitted By: Deluge (antumdeluge) >Assigned to: Deluge (antumdeluge) Summary: Creatures Not Rerouting Path Initial Comment: Creatures attacking player do not change path after colliding with NPC. Also, if player holds still while surrounded by enemies, creatures will not move in to attack when spot comes available. These bugs are likely due to changes made for PassiveNPC. There could be a rogue clearPath() function. ---------------------------------------------------------------------- >Comment By: Deluge (antumdeluge) Date: 2013-05-23 07:16 Message: Fix committed to CVS by overriding handle collision methods in Creature.java. Please test creature behavior thoroughly to make sure it is the same as previously. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101111&aid=3613795&group_id=1111 |
From: SourceForge.net <no...@so...> - 2013-05-23 13:38:54
|
Bugs item #3613795, was opened at 2013-05-23 06:38 Message generated for change (Tracker Item Submitted) made by antumdeluge You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101111&aid=3613795&group_id=1111 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None Status: Open Resolution: None Priority: 5 Private: No Submitted By: Deluge (antumdeluge) Assigned to: Nobody/Anonymous (nobody) Summary: Creatures Not Rerouting Path Initial Comment: Creatures attacking player do not change path after colliding with NPC. Also, if player holds still while surrounded by enemies, creatures will not move in to attack when spot comes available. These bugs are likely due to changes made for PassiveNPC. There could be a rogue clearPath() function. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101111&aid=3613795&group_id=1111 |
From: SourceForge.net <no...@so...> - 2013-05-21 15:03:19
|
Bugs item #3613665, was opened at 2013-05-21 08:03 Message generated for change (Tracker Item Submitted) made by bluelads99 You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101111&aid=3613665&group_id=1111 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None Status: Open Resolution: None Priority: 5 Private: No Submitted By: bluelads (bluelads99) Assigned to: Nobody/Anonymous (nobody) Summary: Puppy attacking button Initial Comment: Hello, there is an "attack" button shown when you rightclick on the puppy which walks around in Semos city. Maybe that one can be changed to "pet" for getting a message like the new one for the teddy maybe or deleting the attack button might be good, too. Greetings Bluelads4 ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101111&aid=3613665&group_id=1111 |
From: SourceForge.net <no...@so...> - 2013-05-21 15:01:57
|
Bugs item #3613663, was opened at 2013-05-21 08:01 Message generated for change (Tracker Item Submitted) made by bluelads99 You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101111&aid=3613663&group_id=1111 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None Status: Open Resolution: None Priority: 5 Private: No Submitted By: bluelads (bluelads99) Assigned to: Nobody/Anonymous (nobody) Summary: Weirdo puppy waking in Semos city Initial Comment: Hello, a puppy like thingy runs straight to the bottom of the semos city map once you've joined the map (e.g. going out of the blacksmith house). It's a bit like a walkable entity, you can walk over it when it runs down and can cross it. That happened on testserver, newest client (21.5.). Greetings Bluelads4 ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101111&aid=3613663&group_id=1111 |
From: SourceForge.net <no...@so...> - 2013-05-21 00:25:26
|
Patches item #3613625, was opened at 2013-05-20 17:24 Message generated for change (Comment added) made by antumdeluge You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=301111&aid=3613625&group_id=1111 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None Status: Open Resolution: None Priority: 5 Private: No Submitted By: Nobody/Anonymous (nobody) >Assigned to: Deluge (antumdeluge) Summary: Gore Layer Initial Comment: This patch adds a layer called "gore". This layer can be used to add tiles that might be considered violent. If the blood and corpses setting is turned off the "gore" layer will not be drawn. Currently it does not follow the naming convention of layers. If it is to follow then either some layers need to be renamed or the "gore" layer could be called "2.5_gore". There could optionally be a "roof_gore" layer to add to the roof layers group. ---------------------------------------------------------------------- >Comment By: Deluge (antumdeluge) Date: 2013-05-20 17:25 Message: I added this tracker item. Wasn't logged in. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=301111&aid=3613625&group_id=1111 |
From: SourceForge.net <no...@so...> - 2013-05-21 00:24:10
|
Patches item #3613625, was opened at 2013-05-20 17:24 Message generated for change (Tracker Item Submitted) made by nobody You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=301111&aid=3613625&group_id=1111 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None Status: Open Resolution: None Priority: 5 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: Nobody/Anonymous (nobody) Summary: Gore Layer Initial Comment: This patch adds a layer called "gore". This layer can be used to add tiles that might be considered violent. If the blood and corpses setting is turned off the "gore" layer will not be drawn. Currently it does not follow the naming convention of layers. If it is to follow then either some layers need to be renamed or the "gore" layer could be called "2.5_gore". There could optionally be a "roof_gore" layer to add to the roof layers group. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=301111&aid=3613625&group_id=1111 |
From: SourceForge.net <no...@so...> - 2013-05-20 09:49:02
|
Patches item #3613600, was opened at 2013-05-20 02:01 Message generated for change (Comment added) made by bluelads99 You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=301111&aid=3613600&group_id=1111 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None Status: Open Resolution: None Priority: 5 Private: Yes Submitted By: Nobody/Anonymous (nobody) Assigned to: Nobody/Anonymous (nobody) Summary: smok wawelski Initial Comment: oto smok który ogniem zionie znasz go z legend i z bajek ma potężne kły i ostre łuski bo to jest smok wawelski ---------------------------------------------------------------------- >Comment By: bluelads (bluelads99) Date: 2013-05-20 02:49 Message: Hello, this seems to be a description for a dragon... Google translate: "here's a dragon that breathes fire, you know him from legends and fairy tales has powerful claws and sharp scales because it's Wawel Dragon" . Not sure if this entry is meant to be a real one or not. Whoever posted that, please confirm that it's meant as a description for anything and please try to translate and write your tracker entries in english, thank you! Greetings Bluelads4 ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=301111&aid=3613600&group_id=1111 |
From: SourceForge.net <no...@so...> - 2013-05-20 09:01:55
|
Patches item #3613600, was opened at 2013-05-20 02:01 Message generated for change (Tracker Item Submitted) made by nobody You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=301111&aid=3613600&group_id=1111 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None Status: Open Resolution: None Priority: 5 Private: Yes Submitted By: Nobody/Anonymous (nobody) Assigned to: Nobody/Anonymous (nobody) Summary: smok wawelski Initial Comment: oto smok który ogniem zionie znasz go z legend i z bajek ma potężne kły i ostre łuski bo to jest smok wawelski ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=301111&aid=3613600&group_id=1111 |
From: SourceForge.net <no...@so...> - 2013-05-19 08:21:53
|
Feature Requests item #3608321, was opened at 2013-03-17 14:25 Message generated for change (Comment added) made by kiheru You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351111&aid=3608321&group_id=1111 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None Status: Open Resolution: None Priority: 5 Private: No Submitted By: bluelads (bluelads99) Assigned to: Nobody/Anonymous (nobody) Summary: Stats of Lord Durin unbalanced? Initial Comment: Hello, the stats of Lord Durin seems to be a bit unbalanced in relation to bigger creatures like a gashadokuro. The Durin has a DEF level of 180, while the gashadokuro just has 171. Other creatures which are in the same level region as the Durin also have a quite lower DEF level. Is the Lord Durin maybe a bit unbalanced? Greetings Bluelads4 ---------------------------------------------------------------------- >Comment By: Kimmo Rundelin (kiheru) Date: 2013-05-19 01:21 Message: The balancer utility considers them both OK. The level counts in the fighting calculations too, so comparing the raw stats can be misleading. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351111&aid=3608321&group_id=1111 |
From: SourceForge.net <no...@so...> - 2013-05-19 08:14:10
|
Feature Requests item #3610337, was opened at 2013-04-08 16:12 Message generated for change (Settings changed) made by kiheru You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351111&aid=3610337&group_id=1111 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None >Status: Closed Resolution: Accepted Priority: 5 Private: No Submitted By: Deluge (antumdeluge) Assigned to: Deluge (antumdeluge) Summary: Creature Speech Bubbles: On/Off Initial Comment: Would be nice to have an option in the settings to turn off creature speech bubbles. Sometimes when surrounded by creatures it becomes a nuisance. ---------------------------------------------------------------------- Comment By: Deluge (antumdeluge) Date: 2013-04-15 08:10 Message: Added to CVS. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351111&aid=3610337&group_id=1111 |
From: SourceForge.net <no...@so...> - 2013-05-18 21:47:34
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Bugs item #2831910, was opened at 2009-08-04 02:35 Message generated for change (Comment added) made by kiheru You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101111&aid=2831910&group_id=1111 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None >Status: Closed >Resolution: Invalid Priority: 5 Private: No Submitted By: Groundhug McHampster (h4mt4r0) Assigned to: Nobody/Anonymous (nobody) Summary: archery blind spot Initial Comment: i have attached an illustration to show where exactly the blind spot is while using archery. it is most noticeable on creatures that walk at the exact same rate as you, e.g. death knight. so to reply to the comment on the last artifact, no, it doesn't have to be a big monster, but it can be. it is all about how the characters are positioned. while walking in any direction, it is always a knight's move away to either side. see pic. ---------------------------------------------------------------------- >Comment By: Kimmo Rundelin (kiheru) Date: 2013-05-18 14:47 Message: I think nobody ever has been able to reproduce this, so I'll close the report ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101111&aid=2831910&group_id=1111 |
From: SourceForge.net <no...@so...> - 2013-05-18 21:08:44
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Bugs item #2984553, was opened at 2010-04-09 09:05 Message generated for change (Comment added) made by kiheru You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101111&aid=2984553&group_id=1111 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: Code Group: None Status: Open Resolution: None Priority: 5 Private: No Submitted By: Kimmo Rundelin (kiheru) Assigned to: Nobody/Anonymous (nobody) Summary: [Stendhal] Cursor should change if the entity under changes Initial Comment: The cursor is changed only if it's moved, but not if the entity under it changes for some other reason. (such as when a creature dies) ---------------------------------------------------------------------- >Comment By: Kimmo Rundelin (kiheru) Date: 2013-05-18 14:08 Message: This seems to be more complicated to do than it should. Updating the cursor would be simple, but detecting when not to do it unfortunately is not.The cursor should only change if the player is not already busy doing something with it. During mouse moves the events contain the data to tell drags apart from other moves, but otherwise the information is not available, without overly invasive changes to store the data somewhere. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101111&aid=2984553&group_id=1111 |
From: SourceForge.net <no...@so...> - 2013-05-18 20:23:48
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Bugs item #2994957, was opened at 2010-04-30 14:01 Message generated for change (Comment added) made by kiheru You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101111&aid=2994957&group_id=1111 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None >Status: Closed >Resolution: Fixed Priority: 5 Private: No Submitted By: Katie Russell (kymara) >Assigned to: Kimmo Rundelin (kiheru) Summary: [Stendhal Client] Cursors on Passive entity respawn points Initial Comment: The teddy in the wolf park by Plink has a normal cursor icon while he is sat on the ground. I think it should be Look. When you remove the Teddy there would be a description there to look at but it shows the 'unknown cursor icon (should be look, you see the message 'You see a teddy bear shaped hole in the ground' For a Useable item at one of these passive entity respawn points, it's showing correctly the x2 use icon when it's on the table (say, the poison by haizen) but again the Look icon should show when it's removed ---------------------------------------------------------------------- >Comment By: Kimmo Rundelin (kiheru) Date: 2013-05-18 13:23 Message: This has been fixed at some time. Teddy still gets the default cursor, but that's because it is what non-usable items normally show. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101111&aid=2994957&group_id=1111 |
From: SourceForge.net <no...@so...> - 2013-05-18 20:10:22
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Bugs item #3145432, was opened at 2010-12-26 13:52 Message generated for change (Comment added) made by kiheru You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101111&aid=3145432&group_id=1111 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None >Status: Closed >Resolution: Fixed Priority: 5 Private: No Submitted By: Hendrik Brummermann (nhnb) Assigned to: Nobody/Anonymous (nobody) Summary: [Stendhal] Postman messages don't support special characters Initial Comment: Please see attached screenshot. ---------------------------------------------------------------------- >Comment By: Kimmo Rundelin (kiheru) Date: 2013-05-18 13:10 Message: Multi-byte characters seem to be working correctly also on the website now, so I'll close the report. ---------------------------------------------------------------------- Comment By: Hendrik Brummermann (nhnb) Date: 2010-12-26 15:40 Message: Latin1 characters are displayed correctly on the website now. But we still need a solution for the other characters. ---------------------------------------------------------------------- Comment By: Hendrik Brummermann (nhnb) Date: 2010-12-26 15:02 Message: http://www.gerd-riesselmann.de/softwareentwicklung/php-und-utf-8-eine-anleitung-exkurs-wenn-die-db-durcheinander-geraet http://joomla-howto.net/LAMP/HowTo-UTF-8-MySQL-PHP-Apache-Problem-Solution.html ---------------------------------------------------------------------- Comment By: Hendrik Brummermann (nhnb) Date: 2010-12-26 14:00 Message: Oh, äöüß do work in game, but are displayed as <?> on the website. The triangle is displayed as ?. Thesis: The database is Latin1. The JDBC driver automatically converts from unicode to Latin1 and back. The PHP driver does not. This explains why the characters äöüß work in game but are displayed as unicode replacement character on the website. And it explains why the triangle which is not part of Latin1 is converted into a normal question mark (on save to the database). mysql in an utf-8 terminal behaves exactly like the website: The German umlauts are displayed as unicode replacement character and the trianlge is displayed as normal questionmark. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101111&aid=3145432&group_id=1111 |
From: SourceForge.net <no...@so...> - 2013-05-18 19:53:39
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Bugs item #3167777, was opened at 2011-01-29 10:09 Message generated for change (Comment added) made by kiheru You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101111&aid=3167777&group_id=1111 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. >Category: NPC Conversation Group: None >Status: Closed >Resolution: Fixed Priority: 7 Private: No Submitted By: Kimmo Rundelin (kiheru) >Assigned to: Kimmo Rundelin (kiheru) Summary: [Stendhal] Hayunn confused by an active quest Initial Comment: I went to see Hayunn before finishing the beer quest: [20:07] <kiheru> hi [20:07] <Hayunn Naratha> Hey, I'm still waiting for that beer, remember? Anyway, what can I do for you? [20:07] <kiheru> help [20:07] <Hayunn Naratha> As I say, I'm a retired adventurer, and now I teach people. Do you want me to teach you what I know? [20:07] <kiheru> yes (no answer) server: INFO [verManager] Engine (321 ) - Choosing random action because of 2 entries in preferredTransitions: [[IDLE,hello,ATTENDING,[hi <Hayunn Naratha>, QuestActive <beer_hayunn>, NOT <player has item <1 beer>>]], [IDLE,hello,INFORMATION_2,[hi <Hayunn Naratha>, QuestInState <meet_hayunn[-1] = taught>]]] ---------------------------------------------------------------------- Comment By: Kimmo Rundelin (kiheru) Date: 2013-05-18 12:53 Message: OK, thanks for the error report. Problem is now fixed in CVS. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101111&aid=3167777&group_id=1111 |