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<rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"><channel><docs>http://bugs.angua.at/</docs><link>http://bugs.angua.at/</link><description><![CDATA[The Dark Mod Bugtracker - Issues]]></description><title>The Dark Mod Bugtracker - Issues</title><image><title>The Dark Mod Bugtracker - Issues</title><url>http://bugs.angua.at/images/mantis_logo_button.gif</url><link>http://bugs.angua.at/</link><description><![CDATA[The Dark Mod Bugtracker - Issues]]></description></image><language>en</language><category>All Projects</category><ttl>10</ttl><dc:language>en</dc:language><sy:updatePeriod>hourly</sy:updatePeriod><sy:updateFrequency>1</sy:updateFrequency><item><title>0002352: Arrows stick into player</title><author></author><link>http://bugs.angua.at/view.php?id=2352</link><description><![CDATA[A few people have reported arrows sticking into them.  They can then frob the arrow and use it.  I've seen this myself at least once in NHAT.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This spawnarg in the player def is supposed to prevent that:&lt;br /&gt;
&quot;arrowsticking_disabled&quot;			&quot;1&quot;]]></description><category>Coding</category><pubDate>Sat, 04 Sep 2010 01:50:49 +0200</pubDate><guid>http://bugs.angua.at/view.php?id=2352</guid><comments>http://bugs.angua.at/view.php?id=2352#bugnotes</comments></item><item><title>0002340: Saving XData definitions only works within one session of the Readable Editor</title><author></author><link>http://bugs.angua.at/view.php?id=2340</link><description><![CDATA[Original report by PranQster in this thread (including screenshots and video): &lt;a href=&quot;http://modetwo.net/darkmod/index.php?/topic/11438-xdata-trouble-with-readable/&quot;&gt;http://modetwo.net/darkmod/index.php?/topic/11438-xdata-trouble-with-readable/&lt;/a&gt; [&lt;a href=&quot;http://modetwo.net/darkmod/index.php?/topic/11438-xdata-trouble-with-readable/&quot; target=&quot;_blank&quot;&gt;^&lt;/a&gt;]&lt;br /&gt;
&lt;br /&gt;
We should try to reproduce this misbehavior on Ubuntu. After all, we can't support any existing Linux distribution.]]></description><category>General</category><pubDate>Sat, 28 Aug 2010 16:41:38 +0200</pubDate><guid>http://bugs.angua.at/view.php?id=2340</guid><comments>http://bugs.angua.at/view.php?id=2340#bugnotes</comments></item><item><title>0002351: Light entity wireframes not updated, don't reflect actual entity, after rotation</title><author></author><link>http://bugs.angua.at/view.php?id=2351</link><description><![CDATA[Can be a very complex problem when trying to edit, but pretty easy to reproduce.&lt;br /&gt;
&lt;br /&gt;
In a simple mostly dark square room:&lt;br /&gt;
-Place a small rectangular ambientlightnfo ambient light.  Intersect with floor so you can see the rectangular shape and orientation.&lt;br /&gt;
-Check it out in TDM.  Turn on DR render mode.  All is well.&lt;br /&gt;
-Back in DR, hit the button to rotate it 90 degrees Z.&lt;br /&gt;
-In the cam view, the light has updated to rotate 90 deg, but the wireframe is still the original shape.  The same is seen in the ortho view.&lt;br /&gt;
&lt;br /&gt;
That's the problem, and it really starts to get weird when you try working with it from here forward.  If you try to resize the light in one direction, you have to move the mouse perpendicular to the desired movement, and in the opposite direction (so left-right becomes up-down and increase-decrease are swapped).  It gets worse if you rotate more, or at a non-90 degree angle.  It'll make your head spin.&lt;br /&gt;
&lt;br /&gt;
I suspect it might be a simple math issue or oversight, and if this can be fixed it'll make working with lights much more hardy and simple.]]></description><category>Map Editing</category><pubDate>Sat, 28 Aug 2010 08:42:37 +0200</pubDate><guid>http://bugs.angua.at/view.php?id=2351</guid><comments>http://bugs.angua.at/view.php?id=2351#bugnotes</comments></item><item><title>0002349: new XY view crash</title><author></author><link>http://bugs.angua.at/view.php?id=2349</link><description><![CDATA[The following steps crash the editor.&lt;br /&gt;
&lt;br /&gt;
Floating window layout is active.&lt;br /&gt;
Close current XY window.&lt;br /&gt;
Open new XY window, move it around or resize it.&lt;br /&gt;
&lt;br /&gt;
-&gt; Crash.&lt;br /&gt;
&lt;br /&gt;
I have not tried this with versions older than 1.5.0.]]></description><category>GUI</category><pubDate>Sat, 28 Aug 2010 06:27:10 +0200</pubDate><guid>http://bugs.angua.at/view.php?id=2349</guid><comments>http://bugs.angua.at/view.php?id=2349#bugnotes</comments></item><item><title>0002350: BlendLight (shadow) textures don't show</title><author></author><link>http://bugs.angua.at/view.php?id=2350</link><description><![CDATA[Not sure if this can be fixed, but there it is.&lt;br /&gt;
&lt;br /&gt;
Using one of the blendLight light textures (in the /shadows folder) doesn't show in DR camera view.  This makes placement of the shadows quite tricky.]]></description><category>Map Editing</category><pubDate>Fri, 27 Aug 2010 21:38:18 +0200</pubDate><guid>http://bugs.angua.at/view.php?id=2350</guid><comments>http://bugs.angua.at/view.php?id=2350#bugnotes</comments></item><item><title>0002314: Add Reparent primitives to context menu?</title><author></author><link>http://bugs.angua.at/view.php?id=2314</link><description><![CDATA[The context menu currently contains (from this type of action):&lt;br /&gt;
&lt;br /&gt;
Revert to Worldspawn (func_* -&gt; worldspawn)&lt;br /&gt;
Revert Part to Worldspawn (func_* part to worldspawn)&lt;br /&gt;
Merge Entities (func_* + func_*)&lt;br /&gt;
&lt;br /&gt;
So it seems the only one from this type of thing missing is:&lt;br /&gt;
&lt;br /&gt;
Reparent primitives (worldspawn + func_*)]]></description><category>GUI</category><pubDate>Wed, 25 Aug 2010 20:37:51 +0200</pubDate><guid>http://bugs.angua.at/view.php?id=2314</guid><comments>http://bugs.angua.at/view.php?id=2314#bugnotes</comments></item><item><title>0002321: Jump to selected classname (if any) upon clicking 'Choose entity class...'</title><author></author><link>http://bugs.angua.at/view.php?id=2321</link><description><![CDATA[As &lt;a href=&quot;http://bugs.angua.at/view.php?id=2311&quot;&gt;0002311&lt;/a&gt;, it'd be convenient for the user if it were to seek to the classname currently in use (if any) upon clicking 'Choose entity class...'&lt;br /&gt;
&lt;br /&gt;
I'm not sure how many more of these there might be but if there's a way to set up a rule so they all do it it would be phenomenal.]]></description><category>Map Editing</category><pubDate>Wed, 25 Aug 2010 19:53:46 +0200</pubDate><guid>http://bugs.angua.at/view.php?id=2321</guid><comments>http://bugs.angua.at/view.php?id=2321#bugnotes</comments></item><item><title>0002348: Inventory pickup message is too short, cannot be easily lengthened - new spawnarg needed</title><author></author><link>http://bugs.angua.at/view.php?id=2348</link><description><![CDATA[&lt;a href=&quot;http://modetwo.net/darkmod/index.php?/topic/11642-how-to-adjust-lengthen-the-on-screen-message-for-an-objective-completion/&quot;&gt;http://modetwo.net/darkmod/index.php?/topic/11642-how-to-adjust-lengthen-the-on-screen-message-for-an-objective-completion/&lt;/a&gt; [&lt;a href=&quot;http://modetwo.net/darkmod/index.php?/topic/11642-how-to-adjust-lengthen-the-on-screen-message-for-an-objective-completion/&quot; target=&quot;_blank&quot;&gt;^&lt;/a&gt;]&lt;br /&gt;
&lt;br /&gt;
When you pick up loot or a special inventory item, a message is displayed but extremely briefly - would be nice to have an easy way to adjust the time that message is on screen.]]></description><category>GUI</category><pubDate>Wed, 25 Aug 2010 18:55:04 +0200</pubDate><guid>http://bugs.angua.at/view.php?id=2348</guid><comments>http://bugs.angua.at/view.php?id=2348#bugnotes</comments></item><item><title>0002320: UI code migration to gtkmm</title><author></author><link>http://bugs.angua.at/view.php?id=2320</link><description><![CDATA[Using the C API of GTK+ is often very tedious in a C++ app like DarkRadiant. With gtkmm a well-supported C++ binding to GTK+ is available.&lt;br /&gt;
&lt;br /&gt;
The groundwork needs to be done to have gtkmm and GTK+ used by side-by-side, enabling a smooth migration until all C API calling code has been replaced.]]></description><category>Design/Coding</category><pubDate>Wed, 25 Aug 2010 18:07:35 +0200</pubDate><guid>http://bugs.angua.at/view.php?id=2320</guid><comments>http://bugs.angua.at/view.php?id=2320#bugnotes</comments></item><item><title>0002346: func_static part selection issue</title><author></author><link>http://bugs.angua.at/view.php?id=2346</link><description><![CDATA[If you have a func_static made of multiple brushes, you can inadvertently make one disappear while working on another in &quot;Select Group Parts&quot; mode.]]></description><category>Map Editing</category><pubDate>Wed, 25 Aug 2010 18:06:52 +0200</pubDate><guid>http://bugs.angua.at/view.php?id=2346</guid><comments>http://bugs.angua.at/view.php?id=2346#bugnotes</comments></item><item><title>0002333: Path change script for AI</title><author></author><link>http://bugs.angua.at/view.php?id=2333</link><description><![CDATA[Need a script to change an AI's patrol route to another one.&lt;br /&gt;
&lt;br /&gt;
Add a new script event so when called,the AI forgets its current route, adds the new path node to its patrol and proceeds from there.]]></description><category>AI</category><pubDate>Wed, 25 Aug 2010 05:40:13 +0200</pubDate><guid>http://bugs.angua.at/view.php?id=2333</guid><comments>http://bugs.angua.at/view.php?id=2333#bugnotes</comments></item><item><title>0002347: Add AI malus/bonus depending on location/surroundings</title><author></author><link>http://bugs.angua.at/view.php?id=2347</link><description><![CDATA[Query at run-time certain things like foglights/speakers and add their sum to the current location (just like dynamic ambient light). Each AI can then query the current location for this info.&lt;br /&gt;
&lt;br /&gt;
From this then modify the vision/hearing of AI. F.i. in fog reduce vision, with loud noises reduce hearing etc.&lt;br /&gt;
&lt;br /&gt;
This system should be independed from the water-lightgem-modifier-bonus the player receives, because:&lt;br /&gt;
&lt;br /&gt;
* AI might see worse in fog and that should also affect how they see monsters/other AI.&lt;br /&gt;
* AI viewing from fog into water should see even worse than AI seeing from clear air into water&lt;br /&gt;
* AI in a room with loud noise would automatically hear worse&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
AI under water would also hear/see worse, but the info whether they are in water would override the malus/bonus from the location system (so an underwater fog light doesn't make them see even worse).&lt;br /&gt;
&lt;br /&gt;
Bonus: It is unclear if there should be ever a bonus, so far only malus are considered (hearing/seeing worse).]]></description><category>AI</category><pubDate>Wed, 25 Aug 2010 05:27:23 +0200</pubDate><guid>http://bugs.angua.at/view.php?id=2347</guid><comments>http://bugs.angua.at/view.php?id=2347#bugnotes</comments></item><item><title>0002344: Elevator buttons double firing other targets</title><author></author><link>http://bugs.angua.at/view.php?id=2344</link><description><![CDATA[Elevator buttons double firing other targets]]></description><category>Def / Setup</category><pubDate>Tue, 24 Aug 2010 20:40:05 +0200</pubDate><guid>http://bugs.angua.at/view.php?id=2344</guid><comments>http://bugs.angua.at/view.php?id=2344#bugnotes</comments></item><item><title>0002336: Decal issue (grime corners) - see-through effect. when behind another patch</title><author></author><link>http://bugs.angua.at/view.php?id=2336</link><description><![CDATA[The 'grime_corners' texture or other 'grime family' transparent textures are used in front of the self-lit windows texture 'roundtop_diamond_pattern01_lit' the decal becomes dark around the edges - I will make a short vid to illustrate what I mean - &lt;br /&gt;
&lt;br /&gt;
- &lt;a href=&quot;http://cid-bef40fb324fafc2a.office.live.com/self.aspx/.Public/Files/Computer/Darkmod/Wip/Decal%5E_issue.wmv&quot;&gt;http://cid-bef40fb324fafc2a.office.live.com/self.aspx/.Public/Files/Computer/Darkmod/Wip/Decal%5E_issue.wmv&lt;/a&gt; [&lt;a href=&quot;http://cid-bef40fb324fafc2a.office.live.com/self.aspx/.Public/Files/Computer/Darkmod/Wip/Decal%5E_issue.wmv&quot; target=&quot;_blank&quot;&gt;^&lt;/a&gt;]&lt;br /&gt;
&lt;br /&gt;
And I have attached a small test map.]]></description><category>Map Editing</category><pubDate>Mon, 23 Aug 2010 01:23:30 +0200</pubDate><guid>http://bugs.angua.at/view.php?id=2336</guid><comments>http://bugs.angua.at/view.php?id=2336#bugnotes</comments></item><item><title>0002341: "No_dups" not working for vocal barks</title><author></author><link>http://bugs.angua.at/view.php?id=2341</link><description><![CDATA[2. AI repeating the same vocal bark&lt;br /&gt;
&lt;br /&gt;
This issue seems to come and go. But I've definitely had a single AI hunting for me, repeating the same search bark two or three times in succession. Often it seems like there are only two different barks used during the entire search, even though each character has at least six to choose from (sometimes more). I've felt like this has happened sometimes with idle barks as well, but not always.&lt;br /&gt;
&lt;br /&gt;
Every vocal soundshader has &quot;no_dups&quot; on it, so theoretically AI should never say the same line twice in a row. Yet they frequently do. Nothing slices away at your suspension of disbelief like hearing the AI repeat the exact same phrase over and over like a robot.]]></description><category>Coding</category><pubDate>Sun, 22 Aug 2010 16:41:15 +0200</pubDate><guid>http://bugs.angua.at/view.php?id=2341</guid><comments>http://bugs.angua.at/view.php?id=2341#bugnotes</comments></item><item><title>0002324: Water should decrease visibility: add Lightgem modifier</title><author></author><link>http://bugs.angua.at/view.php?id=2324</link><description><![CDATA[I've noticed that being in water doesn't seem to have any impact on AI vision. If you happen to be lit, you can be down at the bottom of a lake and the AI can still see you.&lt;br /&gt;
&lt;br /&gt;
I suspect any kind of realistic fix (based on depth or water clarity) would be pretty complicated, but what about a straight lightgem bonus? We can already detect when the player is underwater.&lt;br /&gt;
&lt;br /&gt;
&lt;a href=&quot;http://modetwo.net/darkmod/index.php?/topic/11443-water-obscure-ai-vision/&quot;&gt;http://modetwo.net/darkmod/index.php?/topic/11443-water-obscure-ai-vision/&lt;/a&gt; [&lt;a href=&quot;http://modetwo.net/darkmod/index.php?/topic/11443-water-obscure-ai-vision/&quot; target=&quot;_blank&quot;&gt;^&lt;/a&gt;]]]></description><category>Coding</category><pubDate>Sun, 22 Aug 2010 15:58:46 +0200</pubDate><guid>http://bugs.angua.at/view.php?id=2324</guid><comments>http://bugs.angua.at/view.php?id=2324#bugnotes</comments></item><item><title>0002345: AI Getting stuck on Each Other.</title><author></author><link>http://bugs.angua.at/view.php?id=2345</link><description><![CDATA[Haven't had huge problems with this in the past, but I have noticed it several times lately; AI becoming stuck on each other. In the last three or four missions I've played it's happened about once a mission. AI either get stuck coming out of doors when someone else is trying to go in, or one AI just stands in place for some reason (no door involved) while another one walks into him. Sometimes they're stuck facing a direction that you have to go, making it impossible to avoid alerting them. They don't seem to ever break the pattern; unless you alert them, they walk into each other indefinitely.&lt;br /&gt;
&lt;br /&gt;
Just a thought:  I've never seen this happen; it's always outside the player POV...could interleaved thinking be involved?]]></description><category>AI</category><pubDate>Sun, 22 Aug 2010 14:19:51 +0200</pubDate><guid>http://bugs.angua.at/view.php?id=2345</guid><comments>http://bugs.angua.at/view.php?id=2345#bugnotes</comments></item><item><title>0002297: Sidedness of material sticks to skin</title><author></author><link>http://bugs.angua.at/view.php?id=2297</link><description><![CDATA[It seems a two-sided texture on a model prevents a skin to be one-sided, and vice-versa.&lt;br /&gt;
&lt;br /&gt;
Not sure if this is even fixable in our code. Discussion here:&lt;br /&gt;
&lt;br /&gt;
&lt;a href=&quot;http://modetwo.net/darkmod/index.php?/topic/11281-improve-the-lod-system/page__view__findpost__p__222226&quot;&gt;http://modetwo.net/darkmod/index.php?/topic/11281-improve-the-lod-system/page__view__findpost__p__222226&lt;/a&gt; [&lt;a href=&quot;http://modetwo.net/darkmod/index.php?/topic/11281-improve-the-lod-system/page__view__findpost__p__222226&quot; target=&quot;_blank&quot;&gt;^&lt;/a&gt;]]]></description><category>Graphics</category><pubDate>Sun, 22 Aug 2010 13:31:52 +0200</pubDate><guid>http://bugs.angua.at/view.php?id=2297</guid><comments>http://bugs.angua.at/view.php?id=2297#bugnotes</comments></item><item><title>0002343: Split the Actions/Inventory menu, add shortcuts for "Spyglass" and "Cycle readables"</title><author></author><link>http://bugs.angua.at/view.php?id=2343</link><description><![CDATA[Discussion:&lt;br /&gt;
&lt;br /&gt;
&lt;a href=&quot;http://modetwo.net/darkmod/index.php?/topic/11612-new-keybinds-menu-entriesmenu-split/page__view__findpost__p__228134&quot;&gt;http://modetwo.net/darkmod/index.php?/topic/11612-new-keybinds-menu-entriesmenu-split/page__view__findpost__p__228134&lt;/a&gt; [&lt;a href=&quot;http://modetwo.net/darkmod/index.php?/topic/11612-new-keybinds-menu-entriesmenu-split/page__view__findpost__p__228134&quot; target=&quot;_blank&quot;&gt;^&lt;/a&gt;]]]></description><category>GUI</category><pubDate>Sun, 22 Aug 2010 12:52:13 +0200</pubDate><guid>http://bugs.angua.at/view.php?id=2343</guid><comments>http://bugs.angua.at/view.php?id=2343#bugnotes</comments></item><item><title>0002342: idRotator reveres direction each time it is triggered</title><author></author><link>http://bugs.angua.at/view.php?id=2342</link><description><![CDATA[Discussed here:&lt;br /&gt;
&lt;br /&gt;
&lt;a href=&quot;http://modetwo.net/darkmod/index.php?/topic/11629-new-spawn-classes/page__view__findpost__p__228530&quot;&gt;http://modetwo.net/darkmod/index.php?/topic/11629-new-spawn-classes/page__view__findpost__p__228530&lt;/a&gt; [&lt;a href=&quot;http://modetwo.net/darkmod/index.php?/topic/11629-new-spawn-classes/page__view__findpost__p__228530&quot; target=&quot;_blank&quot;&gt;^&lt;/a&gt;]&lt;br /&gt;
&lt;br /&gt;
Sometimes you want the entity to stop/start when triggered, but not to reverse the direction.]]></description><category>Coding</category><pubDate>Sun, 22 Aug 2010 11:07:53 +0200</pubDate><guid>http://bugs.angua.at/view.php?id=2342</guid><comments>http://bugs.angua.at/view.php?id=2342#bugnotes</comments></item><item><title>0002196: Need new death anim for spiders</title><author></author><link>http://bugs.angua.at/view.php?id=2196</link><description><![CDATA[The current death anim is twisting the legs so horribly that the model goes flying as soon as the AF/ragdoll physics is kicking in.]]></description><category>Animation</category><pubDate>Sun, 22 Aug 2010 04:16:09 +0200</pubDate><guid>http://bugs.angua.at/view.php?id=2196</guid><comments>http://bugs.angua.at/view.php?id=2196#bugnotes</comments></item><item><title>0002296: Zombies close doors and have no opening animation</title><author></author><link>http://bugs.angua.at/view.php?id=2296</link><description><![CDATA[*Zombies cannot open doors by default. &lt;br /&gt;
*After setting &quot;canOperateDoors 1&quot; spawnarg the zombies open doors, but close them after passing through.&lt;br /&gt;
*There is no anim for door opening.]]></description><category>AI</category><pubDate>Sun, 22 Aug 2010 04:14:44 +0200</pubDate><guid>http://bugs.angua.at/view.php?id=2296</guid><comments>http://bugs.angua.at/view.php?id=2296#bugnotes</comments></item><item><title>0002339: Self inflicted wounds, and not of the shaving kind.</title><author></author><link>http://bugs.angua.at/view.php?id=2339</link><description><![CDATA[&lt;_&lt; Since no one else is going to report it.&lt;br /&gt;
&lt;br /&gt;
&lt;a href=&quot;http://modetwo.net/darkmod/index.php?/topic/11573-player-can-hit-himself-with-his-own-sword/page__view__findpost__p__227196&quot;&gt;http://modetwo.net/darkmod/index.php?/topic/11573-player-can-hit-himself-with-his-own-sword/page__view__findpost__p__227196&lt;/a&gt; [&lt;a href=&quot;http://modetwo.net/darkmod/index.php?/topic/11573-player-can-hit-himself-with-his-own-sword/page__view__findpost__p__227196&quot; target=&quot;_blank&quot;&gt;^&lt;/a&gt;]]]></description><category>Coding</category><pubDate>Wed, 11 Aug 2010 16:46:25 +0200</pubDate><guid>http://bugs.angua.at/view.php?id=2339</guid><comments>http://bugs.angua.at/view.php?id=2339#bugnotes</comments></item><item><title>0002338: Expand m_LastTouchedBy to Movers (doors, elevators)</title><author></author><link>http://bugs.angua.at/view.php?id=2338</link><description><![CDATA[Currently AI alert themselves when opening suspicious doors.  &lt;br /&gt;
&lt;br /&gt;
There's a variable for this at least on moveables, so that AI don't react to stuff they knock over like you say. I believe it's called m_LastTouchedBy or something like that. I don't know if it's generalized to all entities or just on moveables, but its certainnly possible to set up something similar with doors and set the last idActor who opened them.&lt;br /&gt;
&lt;br /&gt;
&lt;a href=&quot;http://modetwo.net/darkmod/index.php?/topic/11572-last-acted-upon-by/&quot;&gt;http://modetwo.net/darkmod/index.php?/topic/11572-last-acted-upon-by/&lt;/a&gt; [&lt;a href=&quot;http://modetwo.net/darkmod/index.php?/topic/11572-last-acted-upon-by/&quot; target=&quot;_blank&quot;&gt;^&lt;/a&gt;]]]></description><category>Coding</category><pubDate>Tue, 10 Aug 2010 15:49:49 +0200</pubDate><guid>http://bugs.angua.at/view.php?id=2338</guid><comments>http://bugs.angua.at/view.php?id=2338#bugnotes</comments></item><item><title>0002337: Add a falloff to the dynamic ambient light</title><author></author><link>http://bugs.angua.at/view.php?id=2337</link><description><![CDATA[The dynamic ambient light is currently only one value per room, computed from all lights in the room, their radius and brightness.&lt;br /&gt;
&lt;br /&gt;
However, if you have a big room, the distance to the lights plays actuallya role, too. So it should be taken into consideration.]]></description><category>Coding</category><pubDate>Fri, 06 Aug 2010 16:45:08 +0200</pubDate><guid>http://bugs.angua.at/view.php?id=2337</guid><comments>http://bugs.angua.at/view.php?id=2337#bugnotes</comments></item></channel></rss>
