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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=2&amp;sort=status%2Cid%3Adesc" rel="self"/>
  <link href="http://dev.ryzom.com/issues?page=2&amp;sort=status%2Cid%3Adesc" rel="alternate"/>
  <id>http://dev.ryzom.com/</id>
  <updated>2012-11-26T22:59:16+01:00</updated>
  <author>
    <name>Ryzom Core Development Site</name>
  </author>
  <generator uri="http://www.redmine.org/">
Redmine  </generator>
  <entry>
    <title>Ryzom - Bug #1506 (New): Village positioning being set to null after being loaded from village_sheet</title>
    <link href="http://dev.ryzom.com/issues/1506" rel="alternate"/>
    <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 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 #1501 (New): Tracking / Prospection failure message</title>
    <link href="http://dev.ryzom.com/issues/1501" rel="alternate"/>
    <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 href="http://dev.ryzom.com/issues/1500" rel="alternate"/>
    <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 href="http://dev.ryzom.com/issues/1499" rel="alternate"/>
    <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 #1495 (New): Relocation R_X86_64_PC32 error</title>
    <link href="http://dev.ryzom.com/issues/1495" rel="alternate"/>
    <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 href="http://dev.ryzom.com/issues/1494" rel="alternate"/>
    <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 - Bug #1492 (New): OVQt: Object Viewer Plugin - cannot disable sound.</title>
    <link href="http://dev.ryzom.com/issues/1492" rel="alternate"/>
    <id>http://dev.ryzom.com/issues/1492</id>
    <updated>2012-09-17T16:52:25+02:00</updated>
    <author>
      <name>sfb</name>
      <email>matt.raykowski@gmail.com</email>
    </author>
    <content type="html">
&lt;p&gt;In the OVQt Object Viewer Plugin the \_isSoundEnabled member is defaulted to true and the configuration file is ignored (SoundEnabled = 0; has no effect.)&lt;/p&gt;    </content>
  </entry>
  <entry>
    <title>Ryzom - Feature #1488 (New): Allow user to bind more than 3 mouse buttons</title>
    <link href="http://dev.ryzom.com/issues/1488" rel="alternate"/>
    <id>http://dev.ryzom.com/issues/1488</id>
    <updated>2012-08-16T16:16:53+02:00</updated>
    <author>
      <name>kervala</name>
      <email>kervala@gmail.com</email>
    </author>
    <content type="html">
&lt;p&gt;It seems like we can't bind more than the 3 first mouse buttons to actions.&lt;/p&gt;


	&lt;p&gt;We should check that and allow more buttons to be used.&lt;/p&gt;    </content>
  </entry>
  <entry>
    <title>Ryzom - Bug #1484 (New): Password in client must be 5-8 characters</title>
    <link href="http://dev.ryzom.com/issues/1484" rel="alternate"/>
    <id>http://dev.ryzom.com/issues/1484</id>
    <updated>2012-07-17T11:25:54+02:00</updated>
    <author>
      <name>Botanic</name>
      <email>cyberempires@gmail.com</email>
    </author>
    <content type="html">
&lt;p&gt;From what I can tell there is no reason that the UI doesnt allow you to have a longer password then this, and frankly a 5-8 char password isn't very secure.&lt;/p&gt;


	&lt;p&gt;The UI should allow at least 5-12 in my honest opinion.&lt;/p&gt;    </content>
  </entry>
  <entry>
    <title>Ryzom - Bug #1482 (New): Private chat appearing in wrong window</title>
    <link href="http://dev.ryzom.com/issues/1482" rel="alternate"/>
    <id>http://dev.ryzom.com/issues/1482</id>
    <updated>2012-06-19T13:15:30+02:00</updated>
    <author>
      <name>PizzaPill</name>
      <email>winter.moritz@gmx.de</email>
    </author>
    <content type="html">
&lt;p&gt;This happened the second time to me yesterday:&lt;br /&gt;I'm in a team and chat with one of my teammates (Talk, P2P), another Player joins. The first player leaves the team. Private/talk messages from Player 2 appear now in the chat-window of Player 1, altough the correct nick is shown. If I write in this window, the messages are sent to Player 1, only if I'm writing in the window for Player 2 its send to Player 2.&lt;br /&gt;In the end this creates the situation that messages from Player 1&amp;#38;2 are shown in the window of Player 1 and messages to Player 2 must be written into the window of Player 2.&lt;/p&gt;


	&lt;p&gt;I'm running the latest stable Ryzom from the official Ubuntu 12.04 repositories.&lt;/p&gt;    </content>
  </entry>
  <entry>
    <title>Ryzom - Bug #1481 (New): Crash on exiting GH or Apartment</title>
    <link href="http://dev.ryzom.com/issues/1481" rel="alternate"/>
    <id>http://dev.ryzom.com/issues/1481</id>
    <updated>2012-06-16T05:10:26+02:00</updated>
    <author>
      <name>MacGuru</name>
      <email>joshstevens@me.com</email>
    </author>
    <content type="html">
&lt;p&gt;In new version 1.13, Ryzom will crash upon leaving apartment or guildhall 75% of the time.  If sound is turned off, the problem is eliminated. Turning the sound tracks down to 16 or lower seems to help lower the % chance of crash, but it still will occur.&lt;/p&gt;


	&lt;p&gt;The 1.13 update has made this even more so then the 1.12.&lt;/p&gt;


	&lt;p&gt;I will add a crash report file, at the next instance.&lt;/p&gt;    </content>
  </entry>
  <entry>
    <title>Ryzom - Bug #1472 (New): Guild Ranks</title>
    <link href="http://dev.ryzom.com/issues/1472" rel="alternate"/>
    <id>http://dev.ryzom.com/issues/1472</id>
    <updated>2012-05-16T19:43:53+02:00</updated>
    <author>
      <name>malikb979</name>
      <email>malikb979@gmail.com</email>
    </author>
    <content type="html">
&lt;p&gt;I will be creating an end-user defined, rank structure within the guild manager. The Guild manager already has a Grade system (Member, Bearer, Recruiter, Officer, High Officer and Guild Leader) and each grade has their own permission. One thing it doesn't have is the ability for a Guild Leader of Officer to define his/her own hierarchy based on ranks he/she would like to use (e.g. Soldier, Sergeant, Lieutenant). I feel this addition will add depth to the multi-player community that cannot be experienced without it.&lt;/p&gt;    </content>
  </entry>
  <entry>
    <title>Ryzom - Feature #1471 (New): Ryzom GUI editor</title>
    <link href="http://dev.ryzom.com/issues/1471" rel="alternate"/>
    <id>http://dev.ryzom.com/issues/1471</id>
    <updated>2012-05-15T16:00:34+02:00</updated>
    <author>
      <name>dfighter</name>
    </author>
    <content type="html">
&lt;ul&gt;
	&lt;li&gt;Refactor the GUI code of Ryzom, and extract it to a separate library called NELGUI&lt;/li&gt;
		&lt;li&gt;Build a GUI editor on top of the new library&lt;/li&gt;
	&lt;/ul&gt;    </content>
  </entry>
  <entry>
    <title>Ryzom - Feature #1470 (New): Character Achievements</title>
    <link href="http://dev.ryzom.com/issues/1470" rel="alternate"/>
    <id>http://dev.ryzom.com/issues/1470</id>
    <updated>2012-05-14T20:24:14+02:00</updated>
    <author>
      <name>SirCotare</name>
      <email>sircotare@3025-game.de</email>
    </author>
    <content type="html">
    </content>
  </entry>
</feed>
