All Projects

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 Type  descSeveritySummaryStatusProgressLast Edited
93QELBotBotBug ReportHighBot crash during "inv"Assigned
0%
2010-11-151 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 '='")
84QELBotB.OtherBug ReportLowBot causes exception when failing to connect to serverNew
0%
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”)

83QELBotB.OtherBug ReportLowBot causes exception when failing to receive online pla...New
0%
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”)>
81QELBotB.MessagingBug ReportLowItem name "*unknown*"New
0%
2010-11-152 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.
79QELBotB.AdminBug ReportLowRemove Home and StorageNew
0%
2010-11-151 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.
74QELBotWebAdminBug ReportLowWebAdmin to support discount configurationNew
0%
2010-11-15 Task Description

Trac Ticket #39 - Originally reported by: Krayon

The WebAdmin interface should support configuring discounts for players and guilds.
71QELBotB.DatabaseBug ReportLowTransaction recording errorsRequires testing
90%
2010-11-153 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.
69QELBotB.TradingBug ReportLowBot giving wrong responses when finalizing a tradeRequires testing
90%
2010-11-154 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.
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.

62QELServServerBug ReportLowAnimations as a result of movement clicks during pendin...Assigned
0%
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.

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.

48QELServServerBug ReportLowBags should be stackableAssigned
0%
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.

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.

20QELServS.CombatBug ReportMediumTarget leaves PK causes server lagAssigned
0%
2010-01-091 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.

19QELServServerBug ReportLowActors should have a limited sight rangeAssigned
40%
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.

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.

3QELServServerBug ReportLowWalking doesn't navigate NPCs/creatures/playersAssigned
0%
2010-01-091 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.

Showing tasks 51 - 71 of 71 Page 2 of 2 - 1 - 2

Available keyboard shortcuts

Tasklist

Task Details

Task Editing