<?xml version="1.0" encoding="UTF-8"?>
<feed xmlns="http://www.w3.org/2005/Atom">
  <title>Ryzom Core Development Site: Issues</title>
  <link rel="self" href="http://dev.ryzom.com/issues.atom?page=2&amp;sort=project%2Cid%3Adesc"/>
  <link rel="alternate" href="http://dev.ryzom.com/issues?page=2&amp;sort=project%2Cid%3Adesc"/>
  <id>http://dev.ryzom.com/</id>
  <updated>2012-12-02T02:19:31+01:00</updated>
  <author>
    <name>Ryzom Core Development Site</name>
  </author>
  <generator uri="http://www.redmine.org/">
Redmine  </generator>
  <entry>
    <title>Ryzom - Bug #1510 (New): Lighting using "L" based on instance group center</title>
    <link rel="alternate" href="http://dev.ryzom.com/issues/1510"/>
    <id>http://dev.ryzom.com/issues/1510</id>
    <updated>2012-12-02T02:19:31+01:00</updated>
    <author>
      <name>Botanic</name>
      <email>cyberempires@gmail.com</email>
    </author>
    <content type="html">
&lt;p&gt;When you use the L button to light up the area around you it lights buildings 360 degrees based on the distance from the ig center.&lt;/p&gt;


	&lt;p&gt;The video isnt great but you can see the issue, just ignore the choppiness.&lt;/p&gt;    </content>
  </entry>
  <entry>
    <title>Ryzom - Bug #1509 (New): Compiling on ARM - ARM Register Expected</title>
    <link rel="alternate" href="http://dev.ryzom.com/issues/1509"/>
    <id>http://dev.ryzom.com/issues/1509</id>
    <updated>2012-12-01T15:52:05+01:00</updated>
    <author>
      <name>owen_a</name>
    </author>
    <content type="html">
&lt;p&gt;Compilnig it on the ARM Architecture, and i'm getting this error:&lt;/p&gt;


&lt;pre&gt;
[ 63%] Building CXX object ryzom/server/src/entities_game_service/CMakeFiles/ryzom_entities_game_service.dir/admin.cpp.o
In file included from /root/projects/ryzomcore/code/ryzom/server/src/entities_game_service/stdpch.h:43:0,
                 from &amp;lt;command-line&amp;gt;:0:
/root/projects/ryzomcore/code/nel/include/nel/georges/load_form.h:112:37: warning: multi-character character constant [-Wmultichar]
In file included from /root/projects/ryzomcore/code/ryzom/server/src/pd_lib/pd_lib.h:23:0,
                 from /root/projects/ryzomcore/code/ryzom/server/src/entities_game_service/stdpch.h:185,
                 from &amp;lt;command-line&amp;gt;:0:
/root/projects/ryzomcore/code/ryzom/server/src/pd_lib/pd_utils.h:717:25: warning: multi-character character constant [-Wmultichar]
In file included from /root/projects/ryzomcore/code/ryzom/server/src/pd_lib/pd_lib.h:25:0,
                 from /root/projects/ryzomcore/code/ryzom/server/src/entities_game_service/stdpch.h:185,
                 from &amp;lt;command-line&amp;gt;:0:
/root/projects/ryzomcore/code/ryzom/server/src/pd_lib/pd_messages.h:1439:24: warning: multi-character character constant [-Wmultichar]
In file included from /root/projects/ryzomcore/code/ryzom/server/src/entities_game_service/player_manager/character.h:61:0,
                 from /root/projects/ryzomcore/code/ryzom/server/src/entities_game_service/admin.cpp:62:
/root/projects/ryzomcore/code/ryzom/server/src/entities_game_service/player_manager/character_interface.h:25:14: warning: declaration &#226;class NLNET::CMessage&#226; does not declare anything [enabled by default]
{standard input}: Assembler messages:
{standard input}:167960: Warning: end of file not at end of a line; newline inserted
{standard input}:168909: Error: ARM register expected -- `ldr'
c++: internal compiler error: Killed (program cc1plus)
Please submit a full bug report,
with preprocessed source if appropriate.
See &amp;lt;file:///usr/share/doc/gcc-4.6/README.Bugs&amp;gt; for instructions.
make[2]: *** [ryzom/server/src/entities_game_service/CMakeFiles/ryzom_entities_game_service.dir/admin.cpp.o] Error 4
make[1]: *** [ryzom/server/src/entities_game_service/CMakeFiles/ryzom_entities_game_service.dir/all] Error 2
make: *** [all] Error 2
&lt;/pre&gt;    </content>
  </entry>
  <entry>
    <title>Ryzom - Bug #1508 (New): Timeout in tga2dds</title>
    <link rel="alternate" href="http://dev.ryzom.com/issues/1508"/>
    <id>http://dev.ryzom.com/issues/1508</id>
    <updated>2012-12-01T14:41:48+01:00</updated>
    <author>
      <name>Botanic</name>
      <email>cyberempires@gmail.com</email>
    </author>
    <content type="html">
&lt;p&gt;I am getting the following timeout error&lt;/p&gt;


	&lt;p&gt;W:/export/continents/crater/map_export/walls.png -&gt; W:/export/continents/crater/map/walls.dds&lt;br /&gt;compressing (DXTC5) W:/export/continents/crater/map_export/walls.png to W:/export/continents/crater/map/walls.dds&lt;br /&gt;INF   c80 s3tc_compressor.cpp 157 compressMipMap tga2dds.exe : Fix 2424 blocks on 262144 total&lt;br /&gt;WRN   8e8 exec_timeout.cpp 67 main exec_timeout.exe : ERROR: Timeout in process R:/code/build/bin/Release/tga2dds.exe W:/export/continents/crater/map_export/walls.png -o W:/export/continents/crater/map/walls.dds -m -r0&lt;/p&gt;


	&lt;p&gt;I have attached the png file I am using&lt;/p&gt;    </content>
  </entry>
  <entry>
    <title>Ryzom - Bug #1507 (Resolved): clang compile issue with stream operator &gt;&gt; confusion</title>
    <link rel="alternate" href="http://dev.ryzom.com/issues/1507"/>
    <id>http://dev.ryzom.com/issues/1507</id>
    <updated>2012-11-27T17:56:03+01:00</updated>
    <author>
      <name>tebruno99</name>
      <email>tebruno99@gmail.com</email>
    </author>
    <content type="html">
&lt;p&gt;Clang errors during compile. There must be a space between &gt;&gt; in dbgroup_combo_box.h.  C++11 fixes this but OSX's clang has not updated to allow C++11 to be used. Patch included.&lt;/p&gt;    </content>
  </entry>
  <entry>
    <title>Ryzom - Bug #1506 (New): Village positioning being set to null after being loaded from village_sheet</title>
    <link rel="alternate" href="http://dev.ryzom.com/issues/1506"/>
    <id>http://dev.ryzom.com/issues/1506</id>
    <updated>2012-11-26T22:59:16+01:00</updated>
    <author>
      <name>tebruno99</name>
      <email>tebruno99@gmail.com</email>
    </author>
    <content type="html">
&lt;p&gt;Ran into this issue with village position being reset to null after being read from the village_sheet.  This causes 2 bugs:&lt;/p&gt;


	&lt;p&gt;1) Buildings are not in the correct position.&lt;br /&gt;2)  Load/ForceLoad/Unload calculations are incorrect as they use the original village_sheet CenterX and CenterY values.&lt;/p&gt;


	&lt;p&gt;Patch included.&lt;/p&gt;    </content>
  </entry>
  <entry>
    <title>Ryzom - Feature #1505 (New): Ryzom with PerfHUD</title>
    <link rel="alternate" href="http://dev.ryzom.com/issues/1505"/>
    <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 #1501 (New): Tracking / Prospection failure message</title>
    <link rel="alternate" href="http://dev.ryzom.com/issues/1501"/>
    <id>http://dev.ryzom.com/issues/1501</id>
    <updated>2012-10-09T03:12:02+02:00</updated>
    <author>
      <name>usm4rin3</name>
      <email>vinicius.arroyo@gmail.com</email>
    </author>
    <content type="html">
&lt;p&gt;When prospecting for mats in an area with more than 1 deposit, certain combinations might return an invalid message. Take the following scene:&lt;/p&gt;


	&lt;p&gt;Deposit 1: 1 Choice material&lt;br /&gt;Deposit 2: 1 Supreme material - weather condition invalid&lt;br /&gt;Both deposits on the same area, or in the action range.&lt;/p&gt;


	&lt;p&gt;If I prospect for supreme materials only, deposit 1 will be discarded with the error NFStatEnergyDifferent (NFStatEnergyTooHigh?) and deposit 2 will be discarded with the error NFInvalidCurrentWeather. The expected message is the weather failure, indicating that there is a material I want in the area (but unavailable), but the error returned is about a different class available.&lt;/p&gt;


	&lt;p&gt;The current tracking/prospection implementation discards each of the available deposits in a sequence, and each deposit discarded returns a reason, that is stored in a list. If a material is not found, the first reason in a sequence is returned. The way this sequence is coded allows for a broader reason to replace a more strict one, like the one stated.&lt;/p&gt;


	&lt;p&gt;This is the filter sequence:&lt;/p&gt;


	&lt;p&gt;(Static Filter)&lt;br /&gt;NFNoDepositHere&lt;br /&gt;NFInvalidEcotype&lt;br /&gt;NFNoDepositForFilter (material group/family)&lt;br /&gt;NFStatEnergyDifferent&lt;br /&gt;NFStatEnergyTooHigh&lt;br /&gt;(Dynamic Filter)&lt;br /&gt;NFInvalidCurrentWeather&lt;br /&gt;NFInvalidCurrentTimeOfDay&lt;br /&gt;NFInvalidCurrentSeason&lt;br /&gt;NFSiteDepleted&lt;br /&gt;NFNoLocalMaterialForFilter&lt;br /&gt;NFStatEnergyDifferentLocal&lt;br /&gt;NFStatEnergyTooHighLocal&lt;br /&gt;NFCantSpawnSource&lt;/p&gt;


	&lt;p&gt;This is the 'failure' sequence (the selection of the reason to be sent to the client):&lt;/p&gt;


	&lt;p&gt;NFSiteDepleted&lt;br /&gt;NFStatEnergyDifferentLocal&lt;br /&gt;NFStatEnergyTooHighLocal&lt;br /&gt;NFNoLocalMaterialForFilter&lt;br /&gt;NFNoDepositForFilter&lt;br /&gt;NFStatEnergyDifferent&lt;br /&gt;NFStatEnergyTooHigh&lt;br /&gt;NFInvalidEcotype&lt;br /&gt;NFInvalidCurrentSeason&lt;br /&gt;NFInvalidCurrentTimeOfDay&lt;br /&gt;NFInvalidCurrentWeather&lt;br /&gt;NFNoDepositHere&lt;br /&gt;NFDepositDepleted&lt;br /&gt;NFCantSpawnSource&lt;/p&gt;


	&lt;p&gt;I still have to think moure about it, but I think the 'failure' sequence should be the inverse of the filter, so the player knows how far he got in the selection process.&lt;/p&gt;


	&lt;p&gt;Suggested 'failure' sequence:&lt;/p&gt;


	&lt;p&gt;NFCantSpawnSource&lt;br /&gt;NFStatEnergyTooHighLocal&lt;br /&gt;NFStatEnergyDifferentLocal&lt;br /&gt;NFNoLocalMaterialForFilter&lt;br /&gt;NFSiteDepleted&lt;br /&gt;NFInvalidCurrentSeason&lt;br /&gt;NFInvalidCurrentTimeOfDay&lt;br /&gt;NFInvalidCurrentWeather&lt;br /&gt;NFStatEnergyTooHigh&lt;br /&gt;NFStatEnergyDifferent&lt;br /&gt;NFNoDepositForFilter&lt;br /&gt;NFInvalidEcotype&lt;br /&gt;NFNoDepositHere&lt;/p&gt;


	&lt;p&gt;Note that this way the dynamic errors (weather,season...) have a priority over the static ones.&lt;/p&gt;


	&lt;p&gt;This code is in the fg_prospection_phrase.cpp in the egs/phrase_manager folder.&lt;/p&gt;    </content>
  </entry>
  <entry>
    <title>Ryzom - Feature #1500 (New): Feature request: ability to equip items on hotkey (or upon shortcut ...</title>
    <link rel="alternate" href="http://dev.ryzom.com/issues/1500"/>
    <id>http://dev.ryzom.com/issues/1500</id>
    <updated>2012-10-07T02:51:24+02:00</updated>
    <author>
      <name>Nixus</name>
    </author>
    <content type="html">
&lt;p&gt;One qute annoying thing compared to some other games is that items can't be equipped by hotkeys. &lt;br /&gt;Most notably, weapons/picks/amplifiers/... - it makes some actions slower and less convenient than they should be.&lt;/p&gt;


	&lt;p&gt;In ideal world I would even like a macro which both sets actions bar for weapon and equips it. Or at least it's nice to have keyboard shortcuts to switch weapons, etc to do it a bit faster and in more convenient ways. It's really nice how shortcut bar switcing works. So it's good to have something similar for weapons as well.&lt;/p&gt;    </content>
  </entry>
  <entry>
    <title>Ryzom - Bug #1499 (New): Camera state is no longer remembered in client.</title>
    <link rel="alternate" href="http://dev.ryzom.com/issues/1499"/>
    <id>http://dev.ryzom.com/issues/1499</id>
    <updated>2012-10-06T13:34:45+02:00</updated>
    <author>
      <name>Nixus</name>
    </author>
    <content type="html">
&lt;p&gt;Configuration:&lt;br /&gt; I'm using Xubuntu 12.04, 64 bit and Ryzom client from Kervala's PPA, version 0.8.2683~precise2.&lt;br /&gt; All settings are default.&lt;/p&gt;


	&lt;p&gt;To reproduce:&lt;br /&gt; 1) Launch client and enter to game. &lt;br /&gt; 2) Change camera from 1st-person view to 3rd person view and adjust scale. &lt;br /&gt; 3) Exit client. &lt;br /&gt; 4) Re-start and re-enter game. &lt;br /&gt; 5) Make sure that camera resets back to first person view regardless of changes.&lt;/p&gt;


	&lt;p&gt;Expected:&lt;br /&gt; Camera settings saved.&lt;/p&gt;


	&lt;p&gt;Note:&lt;br /&gt; It has worked fine in previous client version and I can remember this bug has been fixed at least once some ages ago.&lt;/p&gt;    </content>
  </entry>
  <entry>
    <title>Ryzom - Bug #1498 (Resolved): Client fails to switch shortcut bars on ctrl + number hotkeys. </title>
    <link rel="alternate" href="http://dev.ryzom.com/issues/1498"/>
    <id>http://dev.ryzom.com/issues/1498</id>
    <updated>2012-10-06T13:25:37+02:00</updated>
    <author>
      <name>Nixus</name>
    </author>
    <content type="html">
&lt;p&gt;I'm using Xubuntu 12.04, 64 bit and Ryzom client from Kervala's PPA, version 0.8.2683~precise2.&lt;/p&gt;


	&lt;p&gt;Configuration:&lt;br /&gt; Default state of client, no pre-existing configs (except data stored on server), etc.&lt;/p&gt;


	&lt;p&gt;To reproduce:&lt;br /&gt; When in game, try to switch shortcut bars by using default ctrl+1 ... ctrl+9 hotkeys.&lt;/p&gt;


	&lt;p&gt;Result:&lt;br /&gt; No effect. Shortcut bar does not switches.&lt;/p&gt;


	&lt;p&gt;Expected:&lt;br /&gt; Appropriate shortcut bar selected according to number used with ctrl.&lt;/p&gt;


	&lt;p&gt;Note:&lt;br /&gt; Previous PPA version worked perfectly in this regard (but obviously had some minor issues with webapps, etc after server merge).&lt;/p&gt;    </content>
  </entry>
  <entry>
    <title>Ryzom - Bug #1497 (Resolved): optimize the drawing of radar by removing multiple access to local db</title>
    <link rel="alternate" href="http://dev.ryzom.com/issues/1497"/>
    <id>http://dev.ryzom.com/issues/1497</id>
    <updated>2012-09-29T13:54:08+02:00</updated>
    <author>
      <name>yricl</name>
    </author>
    <content type="html">
&lt;p&gt;using dB observer reduce the time passed in radar drawing function.&lt;/p&gt;


	&lt;p&gt;This improves a least a factor of 2 the time spent in the function.&lt;/p&gt;    </content>
  </entry>
  <entry>
    <title>Ryzom - Bug #1496 (Resolved): Fall back to OpenAL default device</title>
    <link rel="alternate" href="http://dev.ryzom.com/issues/1496"/>
    <id>http://dev.ryzom.com/issues/1496</id>
    <updated>2012-09-28T22:01:04+02:00</updated>
    <author>
      <name>simco</name>
      <email>simcolem@gmail.com</email>
    </author>
    <content type="html">
&lt;p&gt;On my system (64-bits ArchLinux: Linux 3.5.3, Glibc 2.16, OpenAL 1.14, Alsalib 1.0.26), the NeL OpenAL driver can't find a proper output device. The game has no sound and crashes when unticking and ticking again &#8220;Enable sound&#8221;.&lt;br /&gt;Here is a patch that fixes the former issue &#8212;finding a proper output device&#8212; by making the NeL OpenAL driver fall back to a default device.&lt;/p&gt;    </content>
  </entry>
  <entry>
    <title>Ryzom - Bug #1495 (New): Relocation R_X86_64_PC32 error</title>
    <link rel="alternate" href="http://dev.ryzom.com/issues/1495"/>
    <id>http://dev.ryzom.com/issues/1495</id>
    <updated>2012-09-23T14:08:27+02:00</updated>
    <author>
      <name>kervala</name>
      <email>kervala@gmail.com</email>
    </author>
    <content type="html">
&lt;p&gt;When building on Debian with &lt;strong&gt;DEB_BUILD_MAINT_OPTIONS := hardening=+all&lt;/strong&gt;, we got a lot of &lt;strong&gt;relocation R_X86_64_PC32 against undefined symbol...&lt;/strong&gt; errors. Using -fPIC everywhere doesn't help.&lt;/p&gt;


	&lt;p&gt;The error seems to be related to "static" variables in headers so every singleton class can't be linked. Moving the variable in .cpp file fix the issue in some case.&lt;/p&gt;    </content>
  </entry>
  <entry>
    <title>Ryzom - Bug #1494 (New): wrong path to version.hpp vc9.7</title>
    <link rel="alternate" href="http://dev.ryzom.com/issues/1494"/>
    <id>http://dev.ryzom.com/issues/1494</id>
    <updated>2012-09-22T14:20:14+02:00</updated>
    <author>
      <name>Leonheart</name>
      <email>christian@deadrose.dyndns.org</email>
    </author>
    <content type="html">
&lt;p&gt;Hi guys just found a Bug in the Cmake List for vc9.7 Cmake looks for the version.hpp under ...include/boost/boost&lt;/p&gt;


	&lt;p&gt;it should be include/boost/ took me a hell of a time to find it. The problem lies somewhere in the code under ...nel/src/sound somewhere there is a wrong directory path. I can&#180;t find it in the moment though&lt;/p&gt;


	&lt;p&gt;I just placed another boost folder inside. Compiling works fine&lt;/p&gt;    </content>
  </entry>
  <entry>
    <title>Ryzom - Feature #1493 (Resolved): MultiArch support</title>
    <link rel="alternate" href="http://dev.ryzom.com/issues/1493"/>
    <id>http://dev.ryzom.com/issues/1493</id>
    <updated>2012-09-22T11:23:25+02:00</updated>
    <author>
      <name>kervala</name>
      <email>kervala@gmail.com</email>
    </author>
    <content type="html">
&lt;p&gt;Libraries shouldn't be installed directly in /usr/lib under Debian-based systems that support multiarch, they should be installed in /usr/lib/&amp;lt;triplet&amp;gt;.&lt;/p&gt;    </content>
  </entry>
</feed>
