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<feed xmlns="http://www.w3.org/2005/Atom">
  <title>Ryzom Core Development Site: Issues</title>
  <link href="http://dev.ryzom.com/issues.atom?page=11&amp;sort=priority%3Adesc%2Ccategory%2Cid%3Adesc" rel="self"/>
  <link href="http://dev.ryzom.com/issues?page=11&amp;sort=priority%3Adesc%2Ccategory%2Cid%3Adesc" rel="alternate"/>
  <id>http://dev.ryzom.com/</id>
  <updated>2013-05-21T20:24:01+02:00</updated>
  <author>
    <name>Ryzom Core Development Site</name>
  </author>
  <generator uri="http://www.redmine.org/">
Redmine  </generator>
  <entry>
    <title>Ryzom - Bug #1530 (New): The client wants to download the full 7z archive but Ryzom is already in...</title>
    <link href="http://dev.ryzom.com/issues/1530" rel="alternate"/>
    <id>http://dev.ryzom.com/issues/1530</id>
    <updated>2013-05-21T20:24:01+02:00</updated>
    <author>
      <name>thannatos</name>
    </author>
    <content type="html">
&lt;p&gt;I run Ubuntu 13.10 with Ryzom from the ppa:ryzom-isv/ppa (raring).&lt;br /&gt;I have Ryzom installed (but not working, issue &lt;a href="http://dev.ryzom.com/issues/1529" class="issue status-8 priority-2 closed" title="Crash at startup, uiChapterV not found (Rejected)"&gt;#1529&lt;/a&gt;) for ten minutes, I rebooted my computer, and when I wanted to try again to launch Ryzom, the game wanted to download the 7z archive.&lt;/p&gt;    </content>
  </entry>
  <entry>
    <title>Ryzom - Support #1528 (New): No clear way to download the 64bits application for GNU/Linux</title>
    <link href="http://dev.ryzom.com/issues/1528" rel="alternate"/>
    <id>http://dev.ryzom.com/issues/1528</id>
    <updated>2013-05-13T19:06:15+02:00</updated>
    <author>
      <name>thannatos</name>
    </author>
    <content type="html">
&lt;p&gt;Hello,&lt;br /&gt;When you run Ubuntu, thanks to the PPA, it's easy to get the amd64 executable, but for others distros such as Fedora, there is nothing : no link in any documentation, nothing in the download page, nothing on sourceforge, and the manuals are outdated and only mention the Ryzom DVD...&lt;br /&gt;Please add amd64 builds for GNU/Linux.&lt;br /&gt;Goodbye.&lt;/p&gt;    </content>
  </entry>
  <entry>
    <title>Ryzom - Bug #1524 (New): Not Work in CentOS6</title>
    <link href="http://dev.ryzom.com/issues/1524" rel="alternate"/>
    <id>http://dev.ryzom.com/issues/1524</id>
    <updated>2013-02-11T14:19:48+01:00</updated>
    <author>
      <name>lync</name>
    </author>
    <content type="html">
&lt;p&gt;I try build ryzomcore (last version) in a dedicated server CentOS6 and not Work...&lt;br /&gt;when i run client, make login, create character and try enter in newbie_land (ingame) crash the client because the server not work fine..&lt;br /&gt;i test the last code in ubuntu and work, i test a old code (december10) in centos and work..&lt;br /&gt;if i try last code in centos6 not work!&lt;/p&gt;    </content>
  </entry>
  <entry>
    <title>Ryzom - Feature #1505 (New): Ryzom with PerfHUD</title>
    <link href="http://dev.ryzom.com/issues/1505" rel="alternate"/>
    <id>http://dev.ryzom.com/issues/1505</id>
    <updated>2012-10-29T01:49:54+01:00</updated>
    <author>
      <name>Botanic</name>
      <email>cyberempires@gmail.com</email>
    </author>
    <content type="html">
&lt;p&gt;Here is a patch that allows you to use nvidia perfhud with D3D on ryzom. ( &lt;a class="external" href="https://developer.nvidia.com/nvidia-perfhud"&gt;https://developer.nvidia.com/nvidia-perfhud&lt;/a&gt; )&lt;/p&gt;


	&lt;p&gt;Note: _DeviceInterface-&gt;Reset caused it to crash when using perfhud, should we be resetting normally?&lt;/p&gt;    </content>
  </entry>
  <entry>
    <title>Ryzom - Bug #1347 (New): Stop grabbing the mouse pointer at startup, at least in window mode</title>
    <link href="http://dev.ryzom.com/issues/1347" rel="alternate"/>
    <id>http://dev.ryzom.com/issues/1347</id>
    <updated>2011-08-20T12:37:01+02:00</updated>
    <author>
      <name>Potlatch</name>
      <email>sevmek@free.fr</email>
    </author>
    <content type="html">
&lt;p&gt;Hi,&lt;/p&gt;


	&lt;p&gt;Well, i'm not really sure it qualifies as a bug. Still each time I startup ryzom client in window mode, it grabs the mouse pointer and put it somewhere else. I find it quit annoying and don't see the purpose of it in the window mode.&lt;/p&gt;


	&lt;p&gt;Official client on Ubuntu 10.04&lt;/p&gt;


	&lt;p&gt;Best regards.&lt;/p&gt;    </content>
  </entry>
  <entry>
    <title>Ryzom - Bug #1326 (Feedback): "Looping" Sound Artefacts</title>
    <link href="http://dev.ryzom.com/issues/1326" rel="alternate"/>
    <id>http://dev.ryzom.com/issues/1326</id>
    <updated>2011-06-30T10:11:56+02:00</updated>
    <author>
      <name>rti</name>
    </author>
    <content type="html">
&lt;p&gt;Some weird sound artefacts appear with OpenAL (Soft and Apple's) on Mac OS X.&lt;/p&gt;


	&lt;p&gt;It seems like small buffers tend to loop randomly. So some animal sounds are played for quite a while. Then stop.&lt;br /&gt;Does this problem appear on Linux as well? Could this be a problem with the OpenAL driver?&lt;/p&gt;    </content>
  </entry>
  <entry>
    <title>Ryzom - Feature #1307 (Assigned): Translation Manager - OVQT Plugin</title>
    <link href="http://dev.ryzom.com/issues/1307" rel="alternate"/>
    <id>http://dev.ryzom.com/issues/1307</id>
    <updated>2011-05-30T19:18:24+02:00</updated>
    <author>
      <name>cemycc</name>
      <email>cemycc@gmail.com</email>
    </author>
    <content type="html">
&lt;p&gt;Infos: &lt;a class="external" href="http://dev.ryzom.com/wiki/ryzom/OVQTTranslationPluginGSoc2011"&gt;http://dev.ryzom.com/wiki/ryzom/OVQTTranslationPluginGSoc2011&lt;/a&gt;&lt;/p&gt;    </content>
  </entry>
  <entry>
    <title>Ryzom - Bug #1299 (New): Incorrrect mimap quality on some shapes.</title>
    <link href="http://dev.ryzom.com/issues/1299" rel="alternate"/>
    <id>http://dev.ryzom.com/issues/1299</id>
    <updated>2011-05-22T20:13:02+02:00</updated>
    <author>
      <name>Naush</name>
    </author>
    <content type="html">
&lt;p&gt;&lt;strong&gt;Way to reproduce :&lt;/strong&gt;&lt;br /&gt;Add a shape to an IG, and add an entity with at least one shared texture.&lt;br /&gt;put the observer near the IG shape to see mipmap 0 or 1, and put the entity far enough to see it at mipmap 5 or 6&lt;br /&gt;basically the Fairhaven stable (Gen_Bt_Ecurie.ig &amp;#38; Gen_Bt_Silo.shape share G_tower2.tga)&lt;/p&gt;


	&lt;p&gt;&lt;strong&gt;What's going wrong ?&lt;/strong&gt;&lt;br /&gt;Ig shape texture is initialized first at maximum resolution, then the entity texture is initialized at a low level (3). Sometimes, after a while, AsyncManager re-upload an high resolution texture.&lt;br /&gt;They are now sharing the same driverPtr ! but, IG shape never degrade there texture, where entities does.&lt;br /&gt;Now if you are moving near the entity, texture will be re-uploaded with the highest quality, and if you move away, a low resolution texture will be reloaded.&lt;br /&gt;And of course if you go back to IG/shape, you have a ugly texture.&lt;/p&gt;


	&lt;p&gt;&lt;strong&gt;A fix ?&lt;/strong&gt;&lt;br /&gt;Separate pool of sharedPtr using allowDegradation() seems to work :)&lt;br /&gt;&lt;pre&gt;
driver.cpp:297
void IDriver::getTextureShareName (const ITexture&amp;#38; tex, string &amp;#38;output)
{
      ...
    if (tex.allowDegradation())
        output+= "@D:On";
    else
        output+= "@D:Off";
}
&lt;/pre&gt;&lt;/p&gt;


	&lt;p&gt;Hope this help !&lt;/p&gt;    </content>
  </entry>
  <entry>
    <title>Ryzom - Feature #1275 (Assigned): Create an OpenGL ES driver</title>
    <link href="http://dev.ryzom.com/issues/1275" rel="alternate"/>
    <id>http://dev.ryzom.com/issues/1275</id>
    <updated>2011-05-01T16:17:11+02:00</updated>
    <author>
      <name>kervala</name>
      <email>kervala@gmail.com</email>
    </author>
    <content type="html">
&lt;p&gt;NeL projects can't run on embedded devices because they only have a OpenGL ES API for 3D graphics.&lt;/p&gt;


	&lt;p&gt;Since OpenGL ES 1.x is very similar to OpenGL 1.x (our current OpenGL driver), it should be easier to implement than a OpenGL ES 2.x one.&lt;/p&gt;    </content>
  </entry>
  <entry>
    <title>Ryzom - Bug #1267 (New): Wrong mouse click position</title>
    <link href="http://dev.ryzom.com/issues/1267" rel="alternate"/>
    <id>http://dev.ryzom.com/issues/1267</id>
    <updated>2011-03-25T02:00:40+01:00</updated>
    <author>
      <name>rti</name>
    </author>
    <content type="html">
&lt;p&gt;When reactivating the window with a mouse click, a click event with the old mouse position is fired.&lt;/p&gt;


	&lt;p&gt;Reproduce:&lt;/p&gt;


	&lt;ul&gt;
	&lt;li&gt;open ryzom client&lt;/li&gt;
		&lt;li&gt;click "Manage Account" or anything else that opens an external browser&lt;/li&gt;
		&lt;li&gt;reactivate the ryzom client window with a click&lt;/li&gt;
		&lt;li&gt;the "Manage Account" button is clicked again and another browser opens&lt;/li&gt;
	&lt;/ul&gt;    </content>
  </entry>
  <entry>
    <title>Ryzom - Bug #1258 (New): CPThread : CPMainThread doesn't initialize thread handle</title>
    <link href="http://dev.ryzom.com/issues/1258" rel="alternate"/>
    <id>http://dev.ryzom.com/issues/1258</id>
    <updated>2011-03-17T22:08:45+01:00</updated>
    <author>
      <name>Naush</name>
    </author>
    <content type="html">
&lt;p&gt;A pontential issue :&lt;br /&gt;pthread_setaffinity_np cpumask is now 128 byte long. So we can miss some core&lt;br /&gt;on certain configuration.&lt;/p&gt;


	&lt;p&gt;The following patch have been tested only on linux&lt;/p&gt;    </content>
  </entry>
  <entry>
    <title>Ryzom - Bug #1245 (New): Multiple CGDMouseMove per frame bug (and other misc bugs)</title>
    <link href="http://dev.ryzom.com/issues/1245" rel="alternate"/>
    <id>http://dev.ryzom.com/issues/1245</id>
    <updated>2011-01-23T16:56:05+01:00</updated>
    <author>
      <name>Qantourisc</name>
    </author>
    <content type="html">
&lt;p&gt;When multiple CGDMouseMove's are received in 1 frame, all previous CGDMouseMove's are discarded.&lt;br /&gt;Bug is most visible on very high (1000HZ) sample rates. Lower framerate also increases the visibility of this bug.&lt;/p&gt;


	&lt;p&gt;Note: From time to time I explain things poorly, if so, ask, and I will explain it in a different fashion.&lt;br /&gt;Also recommend your read the patch and source code, this will clear up a lot.&lt;/p&gt;


	&lt;p&gt;What happens:&lt;br /&gt;&lt;strong&gt;Bug 1 (This only affected non-mouse-smoothed players):&lt;/strong&gt;&lt;br /&gt;In this code _MouseDeltaAX is set to _MouseDeltaAX = x * ClientCfg.FreeLookSpeed;&lt;br /&gt;It should however be _MouseDeltaAX += x * ClientCfg.FreeLookSpeed;&lt;br /&gt;&lt;strong&gt;Bug 2 (Affecting all):&lt;/strong&gt;&lt;br /&gt;if (fabs(_MouseDeltaAX) &gt; epsilon) is used both to set and UNSET _MouseAngleX.&lt;br /&gt;As a result, a subsequent update of a mouse-move of (X=0,Y=1) would reset the fact that X moved.&lt;br /&gt;&lt;strong&gt;Bug 3 (Affecting all):&lt;/strong&gt;&lt;br /&gt;CEventsListener::getMouseAngleY() doesn't reset the delta angle.&lt;br /&gt;This in combination with bugfix-1 would result in an ever-increasing delta.&lt;br /&gt;&lt;strong&gt;Possible bug 4:&lt;/strong&gt;&lt;br /&gt;CUnixEventEmitter::emulateMouseRawMod might be called to often then required.&lt;br /&gt;As a result it's not always sane to flush the XEvents.&lt;/p&gt;


	&lt;p&gt;&lt;strong&gt;Suggestion 1:&lt;/strong&gt;&lt;br /&gt;I also recommentdropping isMouseAngleY/X and only using getMouseAngleX/Y then detect float == 0 on that. (If this always works.)&lt;br /&gt;(No risk of floating point errors (at least I think), because it will always be reset after reading the to-proccess-angle.)&lt;/p&gt;


	&lt;p&gt;&lt;strong&gt;Suggestion 2:&lt;/strong&gt; (Topping Suggestion 1)&lt;br /&gt;Move the check "if (fabs(_MouseDeltaAX) &gt; epsilon)" CEventsListener::updateFreeLookPos to EventsListener::isMouseAngleX&lt;br /&gt;This way it's only ran ONCE instead of every time :)&lt;br /&gt;(This also removed the entire suggestion 1 in a cleaner fashion.)&lt;/p&gt;


	&lt;p&gt;&lt;strong&gt;Note 1:&lt;/strong&gt;&lt;br /&gt;In the current state of affairs, you MUST call getMouseAngleX after isMouseAngleX to keep a sane state.&lt;/p&gt;


	&lt;p&gt;&lt;strong&gt;Note 2:&lt;/strong&gt;&lt;br /&gt;This should also be fixed for CEventsListener::updateCursorPos ... this suffers from the same bugs, but this isn't too bad. (No bad effects.)&lt;/p&gt;


	&lt;p&gt;If suggestions and notes are accepted, I will also make a fix for those if you desire.&lt;/p&gt;    </content>
  </entry>
  <entry>
    <title>Ryzom - Bug #1183 (New): NeL receives mouse move events, even if the app is not active</title>
    <link href="http://dev.ryzom.com/issues/1183" rel="alternate"/>
    <id>http://dev.ryzom.com/issues/1183</id>
    <updated>2010-11-09T23:31:34+01:00</updated>
    <author>
      <name>rti</name>
    </author>
    <content type="html">
&lt;p&gt;This happens only in fullscreen mode. &lt;br /&gt;Events are even reported, if the mouse is moving over another window, so they get reported "through" the other window.&lt;/p&gt;


	&lt;p&gt;To fix this, NeL need to know whether the application is currently active or not. Currently, this is not implemented on Mac.&lt;/p&gt;    </content>
  </entry>
  <entry>
    <title>Ryzom - Bug #1056 (New): X11: Setting mouse position when showing mouse after FreeLook</title>
    <link href="http://dev.ryzom.com/issues/1056" rel="alternate"/>
    <id>http://dev.ryzom.com/issues/1056</id>
    <updated>2010-08-05T03:17:17+02:00</updated>
    <author>
      <name>rti</name>
    </author>
    <content type="html">
&lt;p&gt;In FreeLook mode, the mouse is hidden and the position is reset to 0.5/0.5 after every move (raw mode emulation on X11).&lt;br /&gt;When the FreeLook mode ends and the mouse shows up again, the old position (before hiding the mouse) should be restored.&lt;/p&gt;


	&lt;p&gt;This works well if the mouse is only hidden for ~0.5sec. It works as well if the mouse stays hidden for ~5sec.&lt;/p&gt;


	&lt;p&gt;But it does not work, if the mouse is hidden for like 2sec and not moved! It shows up at 0.5/0.5 then.&lt;/p&gt;    </content>
  </entry>
  <entry>
    <title>Ryzom - Feature #167 (Assigned): Implement occlusion and obstruction in sound drivers</title>
    <link href="http://dev.ryzom.com/issues/167" rel="alternate"/>
    <id>http://dev.ryzom.com/issues/167</id>
    <updated>2008-11-03T16:51:29+01:00</updated>
    <author>
      <name>kaetemi</name>
      <email>kaetemi@gmail.com</email>
    </author>
    <content type="html">
&lt;p&gt;Implement occlusion and obstruction of sound sources in the sound drivers.&lt;br /&gt;Replacement of EAX with newer EFX under OpenAL, and new implementation for XAudio2.&lt;br /&gt;No implementation for FMod (environment effects were never implemented in that driver anyways) will be done for now.&lt;/p&gt;


	&lt;p&gt;Fix up the high level nlsound code to make use of the new non-eax interface when this is done (currently commented out).&lt;/p&gt;    </content>
  </entry>
</feed>
