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93 | QELBot | Bot | Bug Report | High | Bot crash during "inv" | Assigned | |
2010-11-15 |
Task Description
First seen on 2010-11-14 23:28 EST (UTC - 5:00), from the error log:
File "/home/qelbot/adversary/bot.py", line 848, in process_pm
price = get_selling_price(requestor, item_name)
File "/home/qelbot/adversary/bot.py", line 1773, in get_selling_price
my_db.execute(sql,(v.guild, item))
File "/home/qelbot/adversary/database.py", line 44, in execute
self.cursor.execute(sql, args)
File "/usr/lib/python2.6/site-packages/MySQLdb/cursors.py", line 173, in execute
self.errorhandler(self, exc, value)
File "/usr/lib/python2.6/site-packages/MySQLdb/connections.py", line 36, in defaulterrorhandler
raise errorclass, errorvalue
_mysql_exceptions.OperationalError: (1267, "Illegal mix of collations (latin1_swedish_ci,IMPLICIT)
and (utf8_general_ci,COERCIBLE) for operation '='")
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84 | QELBot | B.Other | Bug Report | Low | Bot causes exception when failing to connect to server | New | |
2010-11-15 |
Task Description
Trac Ticket #68 - Originally reported by: Krayon
When the bot fails to connect to the server, or the connection is severed, the bot causes an exception.
Example:
socket.error: (110, “Connection timed out”)
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83 | QELBot | B.Other | Bug Report | Low | Bot causes exception when failing to receive online pla... | New | |
2010-11-15 |
Task Description
Trac Ticket #67 - Originally reported by: Krayon
Bot causes exception when it fails to receive online players list. This can happen if the connection is reset for example (”Connection reset by peer”).
Example:
urllib2.URLError: <urlopen error (104, “Connection reset by peer”)>
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81 | QELBot | B.Messaging | Bug Report | Low | Item name "*unknown*" | New | |
2010-11-15 |
Task Description
Trac Ticket #59 - Originally reported by: Korrode
When a slot is empty, QELBot displays that slot as holding an item called “*unknown*”. i.e. a ling from her “dump_inv” command in-game looks like this:
PM from FlameKeeper: Slot: 32 Qty: 0 Item: *unknown*
The item *unknown* appears in the Items list in the WBI, probably best to make it now appear.
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79 | QELBot | B.Admin | Bug Report | Low | Remove Home and Storage | New | |
2010-11-15 |
Task Description
Trac Ticket #57 - Originally reported by: Korrode
Remove “Home” and “Storage” from both the WBI (General tab) and the in-game admin “help” command output until such time as those features are tested and confirmed to be working properly.
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74 | QELBot | WebAdmin | Bug Report | Low | WebAdmin to support discount configuration | New | |
2010-11-15 |
Task Description
Trac Ticket #39 - Originally reported by: Krayon
The WebAdmin interface should support configuring discounts for players and guilds.
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71 | QELBot | B.Database | Bug Report | Low | Transaction recording errors | Requires testing | |
2010-11-15 |
Task Description
Trac Ticket #29 - Originally reported by: SleepyDragon
Ok, I discovered by accident why she is not correctly recording all transactions in the db. When you trade with her if you don’t press the accept buttons in the right order so that she comes up with the message “It’s been a pleasure doing business with you” etc and instead comes up with the message “sorry we couldn’t reach an agreement”, even if the transaction has been completed it will not register in the db.
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69 | QELBot | B.Trading | Bug Report | Low | Bot giving wrong responses when finalizing a trade | Requires testing | |
2010-11-15 |
Task Description
Trac Ticket #24 - Originally reported by: Korrode
When buying something from the Bot, after the trade is done it gives the wrong responce. Instead of saying “Thank you” it says “Sorry We couldnt come to an agreement.
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64 | QELServ | Server | Bug Report | Low | Visible no cooldown on potion after moving it in eq | Unconfirmed | |
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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62 | QELServ | Server | Bug Report | Low | Animations as a result of movement clicks during pendin... | Assigned | |
2010-01-26 |
Task Description
If whilst in pending combat state (i.e. you just clicked to attack a player/creature from a few steps away and start moving towards them, but combat hasn’t actually started yet) you click to move elsewhere, just after the combat animations start you then do a ‘step or two’ of the move animation in the direction you clicked, then flick back to combat animations fighting your opponent.
It looks weird and can mess up the rotation of the combat participants.
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52 | QELServ | S.AI | Bug Report | Low | Finish NPC buying/selling support | New | |
2010-01-22 |
Task Description
NPCs buying and selling needs to work betterer (and completely).
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51 | QELServ | S.AI | Bug Report | Medium | Creature spawning intelligent placement | New | |
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.
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48 | QELServ | Server | Bug Report | Low | Bags should be stackable | Assigned | |
2010-01-20 |
Task Description
Despite the changes for FS#47 the CLIENT doesn’t sent the right number of items to pick up as it expects items in bags to be stacked.
Since stacking in the bag is reasonable, and because it’ll save a client modification at this stage, bags should be made to support stacking of non-stackable items.
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27 | QELServ | Server | Bug Report | Low | Equipping a stackable item, equips ALL of that item | New | |
2010-01-18 |
Task Description
When equipping an item that is stackable (and you have more than one), it equips ALL of that item, not just one.
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25 | QELServ | Server | Bug Report | Low | Taking multiple non-stackable items from bag screws pla... | New | |
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.
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20 | QELServ | S.Combat | Bug Report | Medium | Target leaves PK causes server lag | Assigned | |
2010-01-09 |
Task Description
If you attack someone in a PK area, and whilst in the PENDING fight state they leave the PK area, server lag occurs as the server tries to initiate combat.
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19 | QELServ | Server | Bug Report | Low | Actors should have a limited sight range | Assigned | |
2010-01-09 |
Task Description
At the moment, all actors can see all other actors on the map they are on. Instead they should have a limited range of vision.
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8 | QELServ | Client | Bug Report | Low | Remove "stupid" client code | New | |
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.
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7 | QELServ | S.AI | Bug Report | Low | Creature AI is almost worse than none | New | |
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
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4 | QELServ | S.Combat | Bug Report | Low | A successful flee during combat prep doesn't flee | New | |
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.
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3 | QELServ | Server | Bug Report | Low | Walking doesn't navigate NPCs/creatures/players | Assigned | |
2010-01-09 |
Task Description
( from: http://qelserv.quadronyx.org/forums/?topic=15.msg238#msg238 )
Quote from: collardhills on 2008-11-13, 02:50:29
It seems if you click somewhere, and someone/thing is next to you, or gets in your way (even in an open map) you just stop, until the thing moves. On main server, you move around the object/person whenever this happens. Could you implement the same thing here?
This is indeed the case as no actor checking occurs while navigating at this point. At least not until it finds an actor in the next square in sequence.
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