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Welcome to the Quadronyx Bug Tracker.

You can select a project from the “All Projects” drop down combo box in the top right corner. Displayed below are the tasks for ALL Quadronyx projects.

IDProjectCategoryTask TypeSeveritySummaryStatus  descProgressLast Edited
61QELServS.AdminPlanned FeatureLowGlobal item purge/list/modifyNew
0%
2010-01-22 Task Description

The ability to purge, modify and list (who has and where) items would be advantageous.

It would allow for the easy removal or substitution of an item, on a global scale. Ideally it should handle things like subing a sword for a piece of fruit - which should remove sword, give fruit and stack with existing fruit if req’d.

To be able to list all players who are currently in possession of a given sword, and how many etc would be part of this presumably.

60QELServS.AdminPlanned FeatureLowAdmin access player storageNew
0%
2010-01-22 Task Description

Admins need the ability to see (and modify) a player’s storage. This would allow them to remove items, add items etc. They would most likely have to use a bag as a go between but that would be acceptable.

59QELServS.AdminPlanned FeatureLowAdmin access player inventoryNew
0%
2010-01-22 Task Description

Admins need the ability to see (and modify) a player’s inventory. This would allow them to remove items, add items etc. They would most likely have to use a bag as a go between but that would be acceptable.

58QELServServerPlanned FeatureLowAdd lastseen abilityNew
0%
2010-01-22 Task Description

Add the ability to see when the last time a player was on. This would be a useful feature for players I would think.

56QELServServerPlanned FeatureLowAdd player list command for playersNew
0%
2010-01-22 Task Description

It’d be good for players to be able to get a list of who’s online. Perhaps if we require a PATTERN when more than say 20 are on, that would hopefully stop too many people abusing it.

Perhaps the easiest way would be to stop once you get to 20. So:

#online

Would list ALL the players if there were ⇐ 20 online at that point, however if there were thousands, it’d only return the first 20 (in order of Actor ID I guess).

54QELServS.AdminPlanned FeatureHighAdd support for banningNew
0%
2010-01-22 Task Description

As we get players, we will get trouble makers, that much is already clear. We need the ability to ban users for a configurable amount of time, as well as preset amounts. These SHOULDN’T effect the forum bans however a ban on the forum SHOULD be a ban in game also (I think).

Something like this might do:

#ban PLAYERNAME [[[Y:]D:]H:]M REASON

eg.

#ban testuser 1:4:6:3 Because you're a tool

This would ban ‘testuser’ for 1 year, 4 days, 6 hours and 3 minutes because he’s a tool. He would be informed of such when trying to login.

Other examples:

#ban testuser 5 Come back in 5 minutes when you've learned to behave
#ban testuser 7:0 You're gone for 1 week buddy!

Should we support banning per player or per forum account (given that 1 forum account can have multiple players)?

Should we have pre-sets like: #ban7 for 7 days, #banwarn for 1 hour, #banladen for life?

53QELServServerPlanned FeatureMediumStorageNew
0%
2010-01-22 Task Description

We need storage fully functioning. The design for categories isn’t decided as yet. User defined perhaps? The problem with custom is the tediousness of defining each item’s category (unless you have it manual category selection but that’d suck).

52QELServS.AIBug ReportLowFinish NPC buying/selling supportNew
0%
2010-01-22 Task Description

NPCs buying and selling needs to work betterer (and completely).

51QELServS.AIBug ReportMediumCreature spawning intelligent placementNew
0%
2010-01-22 Task Description

Creature’s can currently spawn anywhere within their given rectangle. This includes levels that aren’t necessarily possible to get to or from (say for example, a table). This means the creatures are currently taking up a useless slot, limiting the number of creatures people can fight, and using up unnecessary thinks, trying to find a way out.

Placement should be more intelligent, perhaps opting for something within a few height levels of norm, or of the spawns center.

50QELServServerFeature RequestMediumAdd ability for equipment to become "degraded"New
0%
2010-01-22 Task Description

Equipment should support being degraded. At the moment we have break percentages but once these kick in the item is simply lost. We should support the item transitioning to another state, optionally allowing for a modification of it’s stats.

46QELServServerPlanned FeatureLowParty dropsNew
0%
2010-01-20 Task Description

Once we have parties ( FS#45 ), we will be able to have party drops.

4 ways this can be done:

  1. You drop many bags around with % of loot, first in best dressed.
  2. You drop 1 bag but when a player takes items, it gives a % to each in the party instead of all to the one.
  3. You don’t “drop” at all, just allocate items straight to the party members.
  4. Drop 1 bag. But once it’s picked up, all other party members automatically get a bag under their feet, opened, containing their % of the spoils.

Whilst the most complicated, the 4th option sounds the most attractive and flexible from a player perspective.

45QELServServerPlanned FeatureLowImplement party systemNew
0%
2010-01-20 Task Description

A party system where you can “party up” with people and go on missions together. Perhaps an NPC interface that allows you to select the people from those around you for your party or something.

NOTE: Different to guilds ;)

31QELServServerPlanned FeatureLowFinish channel systemNew
0%
2009-12-19 Task Description

The channel system needs to be checked to confirm everything is working properly (active channel might not be working correctly for example).

27QELServServerBug ReportLowEquipping a stackable item, equips ALL of that itemNew
0%
2010-01-181 Task Description

When equipping an item that is stackable (and you have more than one), it equips ALL of that item, not just one.

25QELServServerBug ReportLowTaking multiple non-stackable items from bag screws pla...New
0%
2009-10-30 Task Description

If a player takes multiple of a non-stackable item, in one go, from a bag where they are stacked, their carry capacity gets screwed. ATM this is only causing an issue with #airdrop but could potentially cause other issues if we choose to allow bags to be non-stack exempt.

17QELServServerPlanned FeatureVery LowEquipment swapNew
0%
2009-09-24 Task Description

Dropping an inventory item on to an equipped item, should swap with that item. Undecided as to whether it should swap with what you drop it on, or the equipment of the same type you have equipped (ie if you drop a sword onto a shield, should the new sword swap for the shield or your existing equipped weapon).

11QELServS.TradingPlanned FeatureLowAdd support for storage tradingNew
0%
2009-09-21 Task Description

Trading should support transferring items to/from storage as well as inventory.

8QELServClientBug ReportLowRemove "stupid" client codeNew
0%
2009-09-24 Task Description

At some point the client should be “cleaned” of all the truly ridiculous RAW_TEXT scraping code and changed to support simple server messages. These will eventually interfere with “normal” functionality.

7QELServS.AIBug ReportLowCreature AI is almost worse than noneNew
0%
2010-01-22 Task Description

Creatures move in a very stupid way and inevitably end up stuck and/or blocking paths etc. Whilst paths will be fixed in maps by making them wider, creatures should probably not stop on any narrow area anyway and should, in general, “think” about where they’re going :-P

4QELServS.CombatBug ReportLowA successful flee during combat prep doesn't fleeNew
0%
2009-09-21 Task Description

( from: http://qelserv.quadronyx.org/forums/index.php?topic=15.msg318#msg318 )

If you attempt to flee during combat preparation and actually succeed, the battle still takes place.

1QELServUncategorisedPlanned FeatureVery LowMake QELServ BESTEST EVER!111New
0%
2009-09-203 Task Description

QELServ needs to be the BEST ... just BEST ... ever!

64QELServServerBug ReportLowVisible no cooldown on potion after moving it in eqUnconfirmed
0%
2010-02-03 Task Description

When you move in eq potion with cooldown visiblity of cooldown dissapear, but it still has cooldown.

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