iwd2: leveling
pst floating text, wrong stance ids, levelup fixes
opengl renderer, empty-frame-free animation system
windowing sanity, proper timing (timestop partiality)
and much more (see also the
TODO file and the SF tracker)
Right now there isn't even an idea if, when, or how multiplayer will be implemented.
This is a list of problems which can be observed at various points throughout the games. If you want to get your hands dirty, the ones marked with
are good starting points (easier tasks). If you want to help with testing, check the unresolved ones with RECHECK marks. For details, talk to us on IRC/forums.
http://user.tninet.se/~jyg699a/infinity.txt is a list of original IE games (mostly data) bugs or quirks, for reference.
Apart from it, DSimpson guides for IE games are excellent.
Arrows sometimes appear from behind the shooter, usually observed when he has apr > 1

You don't get door highlights (was that really there? ALT is used to highlight doors and containers) (yes, doors are definitely highlighted on tab) when hitting tab. It was light purple (red in iwd2) vs the blue that is used for containers.
Pathfinding shouldn't be forcing the path to cells.. RECHECK
Various built-in engine projectile features don't work (eg, bouncing lightning).
alphabetical sorting of spells, sounds, characters to import in
GUI
cutscenes, movies and interarea travel should switch to the main game view

no sound feedback on disarm - can't find the correct sound resource played. Is it the same as for picking locks?
LeaveAreaName fixes for party travel (ask fuzzie)
no instachunks displayed when damaging petrified/frozen actors
modal actions run every 100 adjusted ticks
confusion is buggy: induced actions don't work properly - mostly the actor just stands still
buggy State:Panic (still had orientation control (movement blocked though), no wandering[this bit was not tested, due to the panic being morale induced]).
detailed combat feedback is missing (bg2: rolls)
charmed/dominated actors need to be assigned one of the general scripts (wtasight?), to not be useless to the ai.
overhead text should not (always?) move when displayed over actors - it gives out thieves that go invisible by gulping a potion of invisibility RECHECK (some shadow thief bg2 battle would be easiest)
container highlight is not drawn over animated tiles (bg2 ar0205)
intoxmod.2da handling and intoxication in general (curing; it's also modified by hpconbon.2da)

externalise message colors (iwd2 for example uses gold for xp)
dialogF.tlk is not handled (grep for dialogtlk)
messaging system with filtering, squashing and delay capabilities
The text info in the inventory doesn't disappear when you click/do something else, making it difficult to work out exactly which items are causing the text. It also isn't filtered, so any message can be displayed.
damage messages of the same type should be squashed
repeated identical messages should be uniq-ed (all?)
messages while the inventory or the messagewindow are hidden should be delayed
If you have various bows in weapon slot, you can't choose between them, always first one is used.
(only bg1?) NPCs sound after initiating dialogue is not randomised. In bg1
VB_DIALOG is usually empty and INITIALMEET is equal to one of the selection sounds. After that, we only sound this normal selection one, while more are available in the rare range.
After quick spell ran out, you should be able to choose other one in it's place (button gets disabled).
character speeds are too fast, especially in bg1 (also causing its boots of speed to have no effect (sets the speed to the same value))
cancel in options does not really cancel, since we toggle stuff immediately
a not-found resource cache/map, so we can shortcircuit repeated lookups of the same nonexisting data?
improve animation id selection: order animation ids, allow for interval (select the row with the highest equal or less ID). Add a game flag for this: GF_EXTENDED_ANIM_ID

Videos after chapters not added to videos menu (add all the video names to the shared/defaults.ini config)

keyboard shortcuts assignmnent to tooltips is not optional (if a config option is set: Hotkeys On Tooltips)

keyboard shortcuts assignmnent to tooltips is missing for menu window (return to game, inventory …) tooltips/keys

change gemrb/docs to dokuwiki syntax, so they can be put directly on the wiki
(fuzzie) ”(…)our script code is force-unlocking doors when it closes or opens them” That undermines all “surprisingly locked in” quasi trap scripts.
Actors (PCs, and NPCs based on PC avatars, generic monsters/people are fine) are missing shadows.
yaga shura's personal guard all spawn directly on him (AR5203) RECHECK
periodic yaga shura's guards spawn directly in the midst of the party (iirc they did near the edge of the visual range) RECHECK, CreateCreatureOffScreen was fixed
cespenar doesn't remove all the ingredients - TakePartyItemNum (do we really check the whole party? problem with instants?) RECHECK, item stack flags were fixed
sendai's ar6106 egeissag pit fight: party members are not completely immobile (MakeUnselectable(0) is called, so we don't deselect them due to the 0) and still shoot
[CharAnimations]: Couldn't create animationfactory: mmelg12 (7f3d) - Mellisan
[CharAnimations]: Couldn't create animationfactory: meyeg2e (7f38)
WK4: ar3017: the 6 torches, once lit, are not drawn properly (half of the flames behind the bowl) RECHECK, probably fixed with the fireplaces z-order fix
WK5: ar3019: dragon's acid spit hits him too or even targets just him
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Viconia(?) animation problem [CharAnimations/ERROR]: Couldn't create animationfactory: cefc4 (6011) [ResourceManager/ERROR]: Couldn't find 'cefc4.bam'.

Remove invisible opcode (0x2f) should be disabled by nondetection, except if stateoverride(flag/time) is set.
Wrong sound effect played if no arrows left- same as no charge in wand. Which one should it be?
You can't travel from the Gnoll Stronghold to Wyrm's Crossing) RECHECK (also, was it possible in the original?)
Bogus trap detected in one of the containers on the upper floor in Travenhurst Manor (Area?) by pure class fighter (sic).
Infravision not working. in what way? - no red highlight - WORKS FOR ME / NOT FOR ME? (HELM05) - OK. It works, but only gets activated after equipping helmet if you attempt to select more than one actor. Weird.
Equipping BELT05 (Sex change) temporarily disrupts item's animation (SW1H24 (Flaming tongue) goes monochrome, shield disappears.
Kelddath at the Song of the Morning in Temple (AR3400) should buy Wyvern heads (MISC52)- he does not. He gives gp for first one, but you can't sell anything in his store.
Speaking of temple, each time you enter you should hear wailing of “sirens”/his assistants. I think Alaundo's prophecies singing/cantor sound is missing in Candlekeep in similar way.
Generic background music is a lot a less played than in original.
When selecting multiple items for identification, only the last one is highlighted (but all are in fact selected). A screenshot of the original is needed; the last time this was researched it looked like a data bug with only the 4th button having the needed frame (not that we shouldn't override this folly)
Months' names in clock/diary have unnecessary newline after, similar to character page. Works fine with an english tlk, was this polish? - Yes. It looks like polish tlk could use some newline stripping (e.g. character sheet).
Misaligned (?) Potion of Heroism (POTN09) use animation.
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This is especially strange, it happens only in Taerom's shop (blackened scroll counter) 009 RECHECK / STILL Similar thing in Kelddath shop at temple.
Flooding mine (Cha.5) should trigger Wyrm's Crossing opening- does it? Here not, but maybe I didn't use elevator (trigger) like I should (prior to talking to miner)… (Pure speculation- similar thing reported in original, as well as in
BGT ).
Possible main story breaker.
…lycanthropy infection works correctly (however I can replicate it only with one save, strange), turning other party members to greater wolfweres (greaterwolf), however they probably shouldn't drop Peladan as loot ;)
Revived party member appears on the original crime scene (not in the temple). As it dismantles party, it also breaks area travel. Other reports complain about the corpse following you. It should, but you shouldn't be able to see it (!IF_ACTIVE or avatar removal). Speaking of travelling corpses, that's the case when Shandalar teleports party. I've checked in original, there are no visible corpses of (already dead) party members on island upon arrival, not the case with
GemRB.
Being magically asleep not using proper stance (lying, at least male human fighter) for the selected actor. Which spell caused this (or which effect is applied)?
Importing characters from GameCharactersPath= is semi-broken(?)
http://pastebin.com/hR384yUx It can import *.char which are no longer there, so behaviour is quite confusing.
Sometimes PC is seen moonwalking toward enemy in place of melee attack. Does this make sense? [Attack/COMBAT]: (Main) Left: 0 | Next: 237982 [Missed] [Unknown]: Already paniced
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HELMLA (magic helm) is misplaced from head on avatar (
screenshot - standard exported HoW character - Baiar, women warrior)
agnar isn't outside the camp, so you can't talk to him to get in (ChangeCurrentScript problem?) RECHECK
the boss's guards don't react easily enough
the boss - ar9604 - has no animation until just before the death (ec0b, mwdrg*)
the gem - (ar9708) DLSGEM - doesn't cast anything. RECHECK with the continue fix (DJINNI)
Arundel animation corrupted (Mod[
IE_ANIMATION_ID]: 0xEBF1 ResRef:maru)
melee combat is silent (no hit sounds etc)
chapter text is triggered twice (second time after rest). Probably related to the bg1 dream implementation.
disease icon, once acquired, stays there even after healing up (effect queue looks cleared). I doubt the queue has no disease or portrait icon effect in it. Could be a permanent one too, which would explain the missing possibility of healing it. Need the spell or script that caused it.
if icons count > 2 later ones (2nd and next) start to disappear from portrait, albeit stays in character sheet. sometimes there is padding for them, sometimes not, depending on timing of cumulating them.
sometimes free action icon kicks in (no idea of cause) as well as tenser's transformation (spores) while nothing justifies it (I think possible effect of myconids's spores are- panic, stun, berserk only). Sounds like the wrong icon gets used.
speaking of blue myconids, this is first creature having sound when hitting PC. They appear far too strong imho (according to all walkthroughs they should be easy?), dealing 20-45 hp in one blow depending on difficulty level and stunning PCs all the time which effectively is dead sentence.
double death animation in case of Mod[
IE_ANIMATION_ID]: 0xF008 ResRef:mska (templeguardian4)
weapons in quickslot stack their special bonuses as they would be wielded all at the same time
trolls drop blue squares (unidentified blank item) RECHECK, seems to be fixed
neither temple nor antidote really cures poison (various- trap, zombie, etc). Resrefs needed, could just be an uncurable kind.
missing acid resistance string in character sheet (albeit value is there).
[ResourceManager/ERROR]: Couldn't find 'myu2ca.bam'. [CharAnimations/ERROR]: Couldn't create animationfactory: myu2ca (f110)
[ResourceManager/ERROR]: Couldn't find 'myu3a2.bam'. [CharAnimations/ERROR]: Couldn't create animationfactory: myu3a2 (e8a0)
[ResourceManager/ERROR]: Couldn't find 'nsimhg2e.bam'. [CharAnimations/ERROR]: Couldn't create animationfactory: nsimhg2e (c900
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occasionally thehighbaptist speech starts when he can't see you and throws you into cutscene mode for good (stalls permanently)
control of character under dire charm is retained. Battle with Yxunomei is broken because of it- they stop attacking you if you are charmed (you have red circle) but you can still attack them.
status from chapter 2 onwards unknown!
the inventory has some problems with weapon sets and equipped quivers

character generation
missing spell learning/memo
we do not give racial enemies to rangers (Enemy.py is there, just not being called)
Expertise and maybe also the other active combat feats aren't learned (we don't give the innate)
no levelup
for more then one level of difference, the original allowed to spend it only on one class in one go (do the same for starters)
handle clssrsmd.2da on (currently only in chargen)
handle xp penalty from mixing & favoured classes
unused skill point saving for the next time (
IE_UNUSED_SKILLPTS)
implement
spec. flags, two of them are for levelup class restrictions
spawns are too plentiful and in ch1 also sometimes reuse the same spawnpoints (resulting in orcs spawning on each other) RECHECK, there were spawn and spawngroup fixes
we grant too much xp (check multipliers and cr calculation (ishad's save indicates we undervalue the party cr level))
the action bar is somewhat broken - no weapon set switching
a few feats are not implemented yet: improved evasion, improved turning, precise shot
some hardcoded class abilities like uncanny dodge (both; also barbarians get them), sneak attack, damage reduction. Check if monk's “still mind” is really vs enchantment only and how “Tyrant's dictum” was done (cleric kit superpower +1DC of some spells). Likely all clabs that only print a string require dehardcoding/implementation.

ability boni should be non-cummulative (like tohit and armor, see CombatInfo.cpp)
some skills are not yet implemented: use magic device, wilderness lore; partly concentration, various “identify”s, move silently

hidden extra feedback option is not implemented for the following cases:
@25053 = ~Sneak Attack for %d~
@39828 = ~Sneak attack for %d scores arterial strike (Inflicts bleeding wound)~
@39829 = ~Sneak attack for %d inflicts hamstring damage (Slowed)~
@39257 = ~Successful spell casting concentration check! Check roll %d vs. difficulty %d (%d bonus)~
@39258 = ~Failed spell casting concentration check! Check roll %d vs. difficulty %d (%d Skill & Feat bonus)~
@39259 = ~Failed identify item check! Check Bardic Lore %d vs. item's lore %d (%d Intelligence Ability Mod)~
@39260 = ~Successful identify item check! Check Bardic Lore %d vs. item's lore %d (%d Intelligence Ability Mod)~
@39261 = ~Successful identify potion check! (Alchemy + Int mod) %d + %d vs. (potion's lore) %d~
@39262 = ~Failed identify potion check! (Alchemy + Int mod) %d + %d vs. (potion's lore) %d~
@39263 = ~Failed identify item check! (Knowledge Arcana + Int mod) %d + %d vs. (item's lore) %d~
@39264 = ~Successful identify item check! (Knowledge Arcana + Int mod) %d + %d vs. (item's lore) %d~
@39304 = ~Use magic device check. Use magic device (skill + d20 roll + CHA modifier) = %d vs. (device's spell level + 20) = %d ( Spell level = %d ).~
@40285 = ~Wilderness Lore check. Wilderness Lore (skill + D20 roll + WIS modifier) = %d vs. ((Area difficulty pct / 5) + 10) = %d ( Skill + WIS MOD = %d ).~
@40974 = ~Saving throw result: (d20 + save + bonuses) %d + %d + %d vs. (10 + spellLevel + saveMod) 10 + %d + %d - Success!~
@40975 = ~Saving throw result: (d20 + save + bonuses) %d + %d + %d vs. (10 + spellLevel + saveMod) 10 + %d + %d - Failed!~
misc
missing sponcast.2da support (spontaneously convert arbitrary cleric spells to healing/harming equivalents)

wrong text colors in the movie list
[CharAnimations/ERROR]: Couldn't create animationfactory: mdr23114 (1201) (dragons like in other games)
Couldn't load animation: ngrllg1, cycle 40
Couldn't load animation: nboylg1, cycle 40
CLIGHT.pro is missing (chain lightning)

fireball blast range is still too big (set to 15' in fireball.pro as per description) - check the targos palisade last cutscene for comparison (the guards shouldn't get hit)
Check if Targos' Garrad works - he can be found in the healing tent and should interact with the player. Ishad reported: Garrad Cre file has a script 11GARRAD.BCS, but there is no such script. So I created that script as a copy of 11GARRA0.BCS, so far so good.
Gedlee's Electric Loop targets the caster not the enemy.
Shaengarne area: Malarites stand around while the party kills their friends.
not all iwd2 door bits are implemented, specifically the talk/dialog one (visible in the goblin warrens and probably southern ar3000)
Beodaewn's gang in ar4000 may be shapeshifting to hostiles too early,
Oswald dialog discusses items that we have not ordered. Party only ordered two items, both made from Winter Wolf Pelts. Dialog has party asking him if he has finished Yeti pelt items, which were never ordered by the party.
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The whole floating-text system for Planescape: Torment needs writing.
Morte often pathfinds the wrong way around at the start of PS:T.

Right-clicking portraits doesn't bring you back to the game, in PS:T.
Right-clicking to remove the floating menu disables the current target mode, in PS:T.
The cutscene when you walk through the first set of doors in the PS:T Mortuary shows up some action bugs.
TNO should always be the speaker, not random party members.

The whole party should walk towards the exit once an area exit is clicked.
we already implement GF_TEAM_MOVEMENT in
GemRB_CreateMovement, check what is wrong/missing
animations:
we ignore the data from individual animation ini files
Invalid stance IDs everywhere, oh my. - the mime stances, etc are not supported, they are normal stances, without sound
no strref (de)composition - many strings come not in the format of “X” like in other games, but just in “NPCNAME: X” variants
Some developers have their own todo page.