<?xml version="1.0" encoding="UTF-8"?>
<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=tracker%2Cid%3Adesc" rel="self"/>
  <link href="http://dev.ryzom.com/issues?page=2&amp;sort=tracker%2Cid%3Adesc" rel="alternate"/>
  <id>http://dev.ryzom.com/</id>
  <updated>2012-12-01T14:41:48+01:00</updated>
  <author>
    <name>Ryzom Core Development Site</name>
  </author>
  <generator uri="http://www.redmine.org/">
Redmine  </generator>
  <entry>
    <title>Ryzom - Bug #1508 (New): Timeout in tga2dds</title>
    <link href="http://dev.ryzom.com/issues/1508" rel="alternate"/>
    <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 href="http://dev.ryzom.com/issues/1507" rel="alternate"/>
    <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 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 - 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 - 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 #1498 (Resolved): Client fails to switch shortcut bars on ctrl + number hotkeys. </title>
    <link href="http://dev.ryzom.com/issues/1498" rel="alternate"/>
    <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 href="http://dev.ryzom.com/issues/1497" rel="alternate"/>
    <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 href="http://dev.ryzom.com/issues/1496" rel="alternate"/>
    <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 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 - Bug #1490 (Resolved): Created a named item when running the server in debug mode leads to...</title>
    <link href="http://dev.ryzom.com/issues/1490" rel="alternate"/>
    <id>http://dev.ryzom.com/issues/1490</id>
    <updated>2012-09-12T20:17:52+02:00</updated>
    <author>
      <name>sfb</name>
      <email>matt.raykowski@gmail.com</email>
    </author>
    <content type="html">
&lt;p&gt;When you issue a &lt;em&gt;createNamedItemInBag&lt;/em&gt; command when your EGS is running in debug mode it encounters a full stop with the following logging:&lt;/p&gt;


&lt;pre&gt;
2012/09/12 17:29:20 213.166.170.12/EGS-138 WRN b715a6d0 log_item_gen.cpp 1221 : /home/mattr/sandbox/ryzom/code/ryzom/server/src/entities_game_service/game_item_manager/game_item.cpp(1210) : Missing log context for log 'Item'
2012/09/12 17:29:20 213.166.170.12/EGS-138 AST b715a6d0 log_item_gen.cpp 1221 : STOP
&lt;/pre&gt;

	&lt;p&gt;It looks like this fires normally but when in debug mode the STOP macro hits DEBUG_STOP which actually halts the EGS. The issue is that the 'Item' types in &lt;em&gt;game_item.cpp&lt;/em&gt; have no context declared in the source file or even defined in the &lt;em&gt;log_item_gen.h/cpp&lt;/em&gt; files in &lt;em&gt;server_share&lt;/em&gt;. I think the solution is to add this to the top of the &lt;em&gt;game_item.cpp&lt;/em&gt; file:&lt;/p&gt;


&lt;pre&gt;
TLogNoContext_Item      noContext;
&lt;/pre&gt;    </content>
  </entry>
  <entry>
    <title>Ryzom - Bug #1486 (Resolved): clustered_sound.cpp 202 update : CClusteredSound::update : no scene...</title>
    <link href="http://dev.ryzom.com/issues/1486" rel="alternate"/>
    <id>http://dev.ryzom.com/issues/1486</id>
    <updated>2012-07-22T23:50:46+02:00</updated>
    <author>
      <name>shackra</name>
      <email>jorgean@lavabit.com</email>
    </author>
    <content type="html">
&lt;p&gt;after login, I'm experienced a freeze state of ryzom_client. Checking with GDB I caught this:&lt;br /&gt;&lt;pre&gt;
(gdb) stepi
postlogInit () at /build/src/shackra-ryzom-3222b96eed75/code/ryzom/client/src/init.cpp:1208
1208    /build/src/shackra-ryzom-3222b96eed75/code/ryzom/client/src/init.cpp: No existe el fichero o el directorio.
(gdb) finish
Run till exit from #0  postlogInit () at /build/src/shackra-ryzom-3222b96eed75/code/ryzom/client/src/init.cpp:1208
[New Thread 0x7f3db6711700 (LWP 4251)]
[Thread 0x7f3db6711700 (LWP 4251) exited]
[New Thread 0x7f3db6711700 (LWP 4252)]
[New Thread 0x7f3db1f0f700 (LWP 4253)]
[New Thread 0x7f3db170e700 (LWP 4254)]
&lt;/pre&gt;&lt;/p&gt;


	&lt;p&gt;Nothing happens after that, &lt;strong&gt;killall ryzom_client&lt;/strong&gt; is needed in order to close the game.&lt;br /&gt;Checking the log.log file, the last line there is &#171;clustered_sound.cpp 202 update : CClusteredSound::update : no scene specified !&#187;&lt;br /&gt;This issue was reported too by the user Thaodan at &lt;a class="external" href="http://dev.ryzom.com/boards/18/topics/6197?r=6212#message-6212"&gt;http://dev.ryzom.com/boards/18/topics/6197?r=6212#message-6212&lt;/a&gt; I think he used a different cmake options to build the game, however, here is the cmake options which I used to build and packaged the game &lt;a class="external" href="https://projects.parabolagnulinux.org/abslibre.git/tree/pcr/ryzom-client/PKGBUILD?id=ffad4b6353348cf713d50662f7224ed916cadf44#n33"&gt;https://projects.parabolagnulinux.org/abslibre.git/tree/pcr/ryzom-client/PKGBUILD?id=ffad4b6353348cf713d50662f7224ed916cadf44#n33&lt;/a&gt;&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 #1483 (Resolved): Local data files are not removed from ~/.ryzom when after uninstall</title>
    <link href="http://dev.ryzom.com/issues/1483" rel="alternate"/>
    <id>http://dev.ryzom.com/issues/1483</id>
    <updated>2012-06-20T20:31:52+02:00</updated>
    <author>
      <name>tremolux</name>
    </author>
    <content type="html">
&lt;p&gt;Ubuntu 12.04 LTS&lt;br /&gt;ryzom 1.13.0.2024-0ubuntu2&lt;/p&gt;


	&lt;p&gt;We've had a bug report for the Ubuntu Software Center project on Launchpad from a user who noticed that the set of local data files stored in ~/.ryzom are not removed when the application is uninstalled. Since there are quite a few GB of data here, it might be better to remove these files and allow them to be redownloaded on startup in the case of a reinstall.&lt;/p&gt;


	&lt;p&gt;The original Ubuntu bug on Launchpad is here:&lt;/p&gt;


	&lt;pre&gt;&lt;code&gt;&lt;a class="external" href="https://bugs.launchpad.net/bugs/997514"&gt;https://bugs.launchpad.net/bugs/997514&lt;/a&gt;&lt;/code&gt;&lt;/pre&gt;


	&lt;p&gt;I think this bug can be fixed in a straightforward manner in the ryzom debian packaging.&lt;/p&gt;


	&lt;p&gt;Please let me know if I can provide any other info, etc., and many thanks for all your good work on this great game!!&lt;/p&gt;


	&lt;p&gt;Gary&lt;/p&gt;    </content>
  </entry>
</feed>
