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 TypeSeverity  descSummaryStatusProgressLast Edited
59QELServS.AdminPlanned FeatureLowAdmin access player inventoryNew
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
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
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:


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).

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

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

48QELServServerBug ReportLowBags should be stackableAssigned
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.

46QELServServerPlanned FeatureLowParty dropsNew
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
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
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
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
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.

19QELServServerBug ReportLowActors should have a limited sight rangeAssigned
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.

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

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

9QELServS.TradingPlanned FeatureLowTrading systemAssigned
2010-02-021 Task Description

Implement a trading system allowing players, NPCs and Creatures to trade items (client has existing trading window).

8QELServClientBug ReportLowRemove "stupid" client codeNew
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
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
2009-09-21 Task Description

( from: )

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

3QELServServerBug ReportLowWalking doesn't navigate NPCs/creatures/playersAssigned
2010-01-091 Task Description

( from: )

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.

100OGGBotUncategorisedPlanned FeatureVery LowDo an HPR episode on OGGBotAssigned
2013-06-01 Task Description

Summary says it all :)

76QELBotWebAdminPlanned FeatureVery LowWebAdmin to support viewing TransactionsAssigned
2010-11-156 Task Description

Trac Ticket #41 - Originally reported by: Krayon

WebAdmin should support the viewing of transaction history.
17QELServServerPlanned FeatureVery LowEquipment swapNew
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).

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

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

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