<?xml version="1.0" encoding="UTF-8"?>
<mantis version="1.2.15" urlbase="https://bugs.soldat.pl:443/" issuelink="#" notelink="~" format="1">
    <issue>
        <id>567</id>
        <project id="1">Soldat</project>
        <reporter id="629">Control</reporter>
        <handler id="12">FliesLikeABrick</handler>
        <priority id="30">normal</priority>
        <severity id="40">tweak</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="20">feedback</status>
        <resolution id="30">reopened</resolution>
        <projection id="10">none</projection>
        <category id="3">Gameplay</category>
        <date_submitted>1401193154</date_submitted>
        <last_updated>1598520225</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>7 SP1</os_build>
        <platform>x64</platform>
        <version>1.6.7</version>
        <fixed_in_version>1.8</fixed_in_version>
        <target_version>1.8</target_version>
        <view_state id="10">public</view_state>
        <summary>M79 &amp; Law should have different explosions for modding purposes</summary>
        <sticky>1</sticky>
        <due_date>1</due_date>
        <profile_id>28</profile_id>
        <description>Law should have a bigger explosion impact than M79.

M79 already has a different bullet (grenade) separate from all the other grenades. </description>
        <steps_to_reproduce>--- </steps_to_reproduce>
        <additional_information>Explosion images are shared between weapons and are located in Soldat\sparks-gfx\explosion

explode1.bmp to explode16.bmp </additional_information>
    </issue>
    <issue>
        <id>689</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="1">MM</reporter>
        <handler id="12">FliesLikeABrick</handler>
        <priority id="50">urgent</priority>
        <severity id="60">major</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="50">assigned</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="14">Scripting Core</category>
        <date_submitted>1598520202</date_submitted>
        <last_updated>1598520202</last_updated>
        <eta id="10">none</eta>
        <os>data</os>
        <os_build>data</os_build>
        <platform>25</platform>
        <version>2.8.1</version>
        <target_version>data</target_version>
        <view_state id="10">public</view_state>
        <summary>TGame.OnRequest</summary>
        <due_date>1</due_date>
        <profile_id>30</profile_id>
        <description>If player is banned and script allows him to join with this code:

function OnRequest(Ip, Hw: string; Port: Word; State: Byte; Forwarded: Boolean; Password: string): Integer;
begin
	if State = 4 then
	Result := 1;
end;

begin
	Game.OnRequest := @OnRequest;
end.

then he joins the server but can't do anything (acts the same when you join server and have to choose your team but there's no menu for teams). </description>
        <steps_to_reproduce>data</steps_to_reproduce>
        <additional_information>25</additional_information>
    </issue>
    <issue>
        <id>671</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="642">Savage</reporter>
        <handler id="12">FliesLikeABrick</handler>
        <priority id="50">urgent</priority>
        <severity id="60">major</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="20">feedback</status>
        <resolution id="30">reopened</resolution>
        <projection id="10">none</projection>
        <category id="14">Scripting Core</category>
        <date_submitted>1487026916</date_submitted>
        <last_updated>1598520202</last_updated>
        <eta id="10">none</eta>
        <version>2.8.1</version>
        <fixed_in_version>2.9.0</fixed_in_version>
        <view_state id="10">public</view_state>
        <summary>TGame.OnRequest</summary>
        <due_date>1</due_date>
        <description>If player is banned and script allows him to join with this code:&#13;
&#13;
function OnRequest(Ip, Hw: string; Port: Word; State: Byte; Forwarded: Boolean; Password: string): Integer;&#13;
begin&#13;
	if State = 4 then&#13;
	Result := 1;&#13;
end;&#13;
&#13;
begin&#13;
	Game.OnRequest := @OnRequest;&#13;
end.&#13;
&#13;
then he joins the server but can't do anything (acts the same when you join server and have to choose your team but there's no menu for teams).</description>
    </issue>
    <issue>
        <id>688</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="1">MM</reporter>
        <handler id="12">FliesLikeABrick</handler>
        <priority id="50">urgent</priority>
        <severity id="60">major</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="50">assigned</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="14">Scripting Core</category>
        <date_submitted>1598520198</date_submitted>
        <last_updated>1598520199</last_updated>
        <eta id="10">none</eta>
        <os>data</os>
        <os_build>data</os_build>
        <platform>25</platform>
        <version>2.8.1</version>
        <target_version>data</target_version>
        <view_state id="10">public</view_state>
        <summary>12</summary>
        <due_date>1</due_date>
        <profile_id>30</profile_id>
        <description>CA</description>
        <steps_to_reproduce>data</steps_to_reproduce>
        <additional_information>25</additional_information>
    </issue>
    <issue>
        <id>637</id>
        <project id="1">Soldat</project>
        <reporter id="550">TheOne</reporter>
        <handler id="12">FliesLikeABrick</handler>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="50">assigned</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="48">Graphics</category>
        <date_submitted>1448045415</date_submitted>
        <last_updated>1598520191</last_updated>
        <eta id="10">none</eta>
        <version>1.7.0a2</version>
        <view_state id="10">public</view_state>
        <summary>Script-generated bullets have no explosions</summary>
        <sticky>1</sticky>
        <due_date>1</due_date>
        <description>Script-generated bullets' explosions are not visible to me when I'm in a team. As spectator I can see them clearly. Must be a line of sight issue</description>
    </issue>
    <issue>
        <id>598</id>
        <project id="1">Soldat</project>
        <reporter id="396">JotEmI</reporter>
        <handler id="12">FliesLikeABrick</handler>
        <priority id="30">normal</priority>
        <severity id="60">major</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="10">new</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="3">Gameplay</category>
        <date_submitted>1415219756</date_submitted>
        <last_updated>1598520188</last_updated>
        <eta id="10">none</eta>
        <version>1.6.8</version>
        <fixed_in_version>1.8</fixed_in_version>
        <view_state id="10">public</view_state>
        <summary>Players respawning mid-round in Survival.</summary>
        <sticky>1</sticky>
        <due_date>1</due_date>
        <description>In Survival mode if a dead player switches team he'll be respawned.&#13;
Also, on certain maps where it is possible, if player's dead body falls outside of the map boundaries he'll also be respawned (see https://www.youtube.com/watch?v=Hw5aYCQk6p4) </description>
        <steps_to_reproduce>Switch teams after death in Survival mode.</steps_to_reproduce>
    </issue>
    <issue>
        <id>434</id>
        <project id="1">Soldat</project>
        <reporter id="550">TheOne</reporter>
        <handler id="12">FliesLikeABrick</handler>
        <priority id="20">low</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="10">new</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="9">Other</category>
        <date_submitted>1379509744</date_submitted>
        <last_updated>1598520184</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>XP SP3 </os_build>
        <platform>x86</platform>
        <version>1.6.5</version>
        <fixed_in_version>1.8</fixed_in_version>
        <target_version>1.8</target_version>
        <view_state id="10">public</view_state>
        <summary>Demo file access not cleared when failed to load</summary>
        <due_date>1</due_date>
        <profile_id>13</profile_id>
        <description>When a demo cannot be played because the map is missing, it is not free'd again, so the Soldat process is still using it. </description>
        <steps_to_reproduce>data</steps_to_reproduce>
        <additional_information>25</additional_information>
    </issue>
    <issue>
        <id>651</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="628">kicikici</reporter>
        <handler id="12">FliesLikeABrick</handler>
        <priority id="40">high</priority>
        <severity id="60">major</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="10">new</status>
        <resolution id="30">reopened</resolution>
        <projection id="10">none</projection>
        <category id="14">Scripting Core</category>
        <date_submitted>1459666785</date_submitted>
        <last_updated>1598520180</last_updated>
        <eta id="10">none</eta>
        <os>data</os>
        <os_build>data</os_build>
        <platform>25</platform>
        <version>2.8.0</version>
        <fixed_in_version>2.9.0</fixed_in_version>
        <target_version>2.9.0</target_version>
        <view_state id="10">public</view_state>
        <summary>12</summary>
        <due_date>1</due_date>
        <description>Happens always when someone joins game during map change. All scripts are SC3. Example log below. </description>
        <steps_to_reproduce>data</steps_to_reproduce>
        <additional_information>25</additional_information>
    </issue>
    <issue>
        <id>664</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="506">Mighty</reporter>
        <handler id="12">FliesLikeABrick</handler>
        <priority id="30">normal</priority>
        <severity id="60">major</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="20">feedback</status>
        <resolution id="30">reopened</resolution>
        <projection id="10">none</projection>
        <category id="14">Scripting Core</category>
        <date_submitted>1472121054</date_submitted>
        <last_updated>1598520153</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>7</os_build>
        <platform>x64</platform>
        <version>2.8.1b2</version>
        <fixed_in_version>2.9.0</fixed_in_version>
        <view_state id="10">public</view_state>
        <summary>Incorrect Game.Team[].Count values when using OnJoin event</summary>
        <sticky>1</sticky>
        <due_date>1</due_date>
        <profile_id>17</profile_id>
        <description>Version 2.8.1, not 2.8.1b2&#13;
&#13;
Switching players teams in OnJoin event causes Game.Team[].Count values to be incorrect (higher)</description>
        <steps_to_reproduce>1. Write a simple OnJoin handler and assign it. Include Player.Team := 5;&#13;
2. Join game and while joining select Alpha team&#13;
3. You will land in Spectators team&#13;
&#13;
Now &#13;
Game.Teams[1].Count = 1&#13;
Game.Teams[5].Count = 1&#13;
&#13;
Even though there is only one person on the server</steps_to_reproduce>
    </issue>
    <issue>
        <id>666</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="506">Mighty</reporter>
        <handler id="12">FliesLikeABrick</handler>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="50">assigned</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="14">Scripting Core</category>
        <date_submitted>1473262473</date_submitted>
        <last_updated>1598520090</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>7</os_build>
        <platform>x64</platform>
        <version>2.8.1</version>
        <fixed_in_version>2.9.0</fixed_in_version>
        <target_version>2.9.0</target_version>
        <view_state id="10">public</view_state>
        <summary>[SC3] Players[].Ping is always 1</summary>
        <due_date>1</due_date>
        <profile_id>17</profile_id>
        <description>Players[].Ping = 1, despite testing on online server with 50 ping showing on Tab </description>
        <steps_to_reproduce>procedure OnClockTickHandler(Ticks: Integer);
begin
  WriteLn(floattostr(Players[1].Ping)); 
end; </steps_to_reproduce>
        <additional_information>25</additional_information>
    </issue>
    <issue>
        <id>655</id>
        <project id="1">Soldat</project>
        <reporter id="632">darDar</reporter>
        <handler id="12">FliesLikeABrick</handler>
        <priority id="20">low</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="50">assigned</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="3">Gameplay</category>
        <date_submitted>1461896773</date_submitted>
        <last_updated>1598520090</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>7</os_build>
        <platform>x64</platform>
        <version>1.7.0</version>
        <view_state id="10">public</view_state>
        <summary>Flame Bullets go through &quot;thin&quot; polygons</summary>
        <sticky>1</sticky>
        <due_date>1</due_date>
        <profile_id>17</profile_id>
        <description>You can shoot fire bullets (Flamer) through thin polygons &#13;
e.g; ctf_Guardian white polygons in the middle&#13;
it deals damage to ppl. below / behind the polygons&#13;
&#13;
</description>
        <steps_to_reproduce>as explained above</steps_to_reproduce>
        <additional_information>-</additional_information>
    </issue>
    <issue>
        <id>649</id>
        <project id="1">Soldat</project>
        <reporter id="642">Savage</reporter>
        <priority id="40">high</priority>
        <severity id="60">major</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="10">new</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="3">Gameplay</category>
        <date_submitted>1458602268</date_submitted>
        <last_updated>1598520043</last_updated>
        <eta id="10">none</eta>
        <version>1.7.0</version>
        <view_state id="10">public</view_state>
        <summary>Survival - Dead Players After Restart/Map Change</summary>
        <due_date>1</due_date>
        <description>In survival mode when at least 1 alpha and bravo player are alive(there's no countdown for next fight) and rest of the players are dead then after map change (restart command, votemap etc. But when map is changed due to score limit reached everything is ok - not tested other events) these players aren't respawned until alive players from previous map are dead.</description>
    </issue>
    <issue>
        <id>687</id>
        <project id="1">Soldat</project>
        <reporter id="1">MM</reporter>
        <handler id="12">FliesLikeABrick</handler>
        <priority id="30">normal</priority>
        <severity id="40">tweak</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="50">assigned</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="3">Gameplay</category>
        <date_submitted>1598519851</date_submitted>
        <last_updated>1598519852</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>7 SP1</os_build>
        <platform>25</platform>
        <version>1.6.7</version>
        <target_version>1.8</target_version>
        <view_state id="10">public</view_state>
        <summary>12</summary>
        <due_date>1</due_date>
        <profile_id>30</profile_id>
        <description>21</description>
        <steps_to_reproduce>---  </steps_to_reproduce>
        <additional_information>25</additional_information>
    </issue>
    <issue>
        <id>686</id>
        <project id="1">Soldat</project>
        <reporter id="1">MM</reporter>
        <handler id="12">FliesLikeABrick</handler>
        <priority id="40">high</priority>
        <severity id="60">major</severity>
        <reproducibility id="50">random</reproducibility>
        <status id="50">assigned</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="3">Gameplay</category>
        <date_submitted>1598519846</date_submitted>
        <last_updated>1598519847</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>7</os_build>
        <platform>x64</platform>
        <version>1.6.6</version>
        <target_version>1.8</target_version>
        <view_state id="10">public</view_state>
        <summary>Random error with DLL on Windows 7</summary>
        <due_date>1</due_date>
        <profile_id>30</profile_id>
        <description>Hi,

There is an error which is appearing sometimes on Win7 (randomly). On previous versions it has not appeared.

When it appears and you click OK, it appears again (in loop). </description>
        <steps_to_reproduce>data</steps_to_reproduce>
        <additional_information>See the attachment. </additional_information>
    </issue>
    <issue>
        <id>479</id>
        <project id="1">Soldat</project>
        <reporter id="568">Szaman</reporter>
        <handler id="12">FliesLikeABrick</handler>
        <priority id="40">high</priority>
        <severity id="60">major</severity>
        <reproducibility id="50">random</reproducibility>
        <status id="50">assigned</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="3">Gameplay</category>
        <date_submitted>1387151231</date_submitted>
        <last_updated>1598519847</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>7</os_build>
        <platform>x64</platform>
        <version>1.6.6</version>
        <view_state id="10">public</view_state>
        <summary>Random error with DLL on Windows 7</summary>
        <sticky>1</sticky>
        <due_date>1</due_date>
        <profile_id>17</profile_id>
        <description>Hi,&#13;
&#13;
There is an error which is appearing sometimes on Win7 (randomly). On previous versions it has not appeared.&#13;
&#13;
When it appears and you click OK, it appears again (in loop).</description>
        <additional_information>See the attachment.</additional_information>
    </issue>
    <issue>
        <id>685</id>
        <project id="1">Soldat</project>
        <reporter id="1">MM</reporter>
        <handler id="12">FliesLikeABrick</handler>
        <priority id="40">high</priority>
        <severity id="60">major</severity>
        <reproducibility id="50">random</reproducibility>
        <status id="50">assigned</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="3">Gameplay</category>
        <date_submitted>1598519838</date_submitted>
        <last_updated>1598519838</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>7</os_build>
        <platform>25</platform>
        <version>1.6.6</version>
        <target_version>1.8</target_version>
        <view_state id="10">public</view_state>
        <summary>12</summary>
        <due_date>1</due_date>
        <profile_id>30</profile_id>
        <description>Hi,

There is an error which is appearing sometimes on Win7 (randomly). On previous versions it has not appeared.

When it appears and you click OK, it appears again (in loop). </description>
        <steps_to_reproduce>data</steps_to_reproduce>
        <additional_information>25</additional_information>
    </issue>
    <issue>
        <id>684</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="1">MM</reporter>
        <handler id="12">FliesLikeABrick</handler>
        <priority id="40">high</priority>
        <severity id="60">major</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="50">assigned</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="14">Scripting Core</category>
        <date_submitted>1598519809</date_submitted>
        <last_updated>1598519810</last_updated>
        <eta id="10">none</eta>
        <os>data</os>
        <os_build>data</os_build>
        <platform>25</platform>
        <version>2.8.0</version>
        <target_version>2.9.0</target_version>
        <view_state id="10">public</view_state>
        <summary>SC3 OnJoinGame bug during map change</summary>
        <due_date>1</due_date>
        <profile_id>30</profile_id>
        <description>Happens always when someone joins game during map change. All scripts are SC3. Example log below. </description>
        <steps_to_reproduce>data</steps_to_reproduce>
        <additional_information>16-03-31 16:18:25 Next map: ctf_KF_Colours
16-03-31 16:18:25 ~&gt;2Fast|`VaMe.| scores for Alpha Team
16-03-31 16:18:28 Mellouki .Yarr joining game (41.251.68.29:23073) HWID:496D9B06065
16-03-31 16:18:28 Mellouki .Yarr has joined alpha team.
16-03-31 16:18:28  [*] [book] Unhandled exception occured: 
16-03-31 16:18:28  [*] [book] In unit (1:3219524080): ID must be from 1 to 32
16-03-31 16:18:28  [*] [fun] Unhandled exception occured: 
16-03-31 16:18:28  [*] [fun] In unit (1:3219524080): ID must be from 1 to 32
16-03-31 16:18:28  [*] [tele] Unhandled exception occured: 
16-03-31 16:18:28  [*] [tele] ID must be from 1 to 32
16-03-31 16:18:28  [*] [vote] Unhandled exception occured: 
16-03-31 16:18:28  [*] [vote] In unit (1:3219524080): ID must be from 1 to 32
16-03-31 16:18:29 [Bungle (SN)] dude fu
16-03-31 16:18:29 [zpm;] sad
16-03-31 16:18:29 Mellouki .Yarr is flooding the server
16-03-31 16:18:30 By KaLaF
16-03-31 16:18:30 Mellouki .Yarr is flooding the server
16-03-31 16:18:30 Mellouki .Yarr has been kicked and banned for 5 minutes (Vote Kicked (Left game)) </additional_information>
    </issue>
    <issue>
        <id>683</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="1">MM</reporter>
        <handler id="12">FliesLikeABrick</handler>
        <priority id="40">high</priority>
        <severity id="60">major</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="50">assigned</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="14">Scripting Core</category>
        <date_submitted>1598519797</date_submitted>
        <last_updated>1598519798</last_updated>
        <eta id="10">none</eta>
        <os>data</os>
        <os_build>data</os_build>
        <platform>25</platform>
        <version>2.8.0</version>
        <target_version>2.9.0</target_version>
        <view_state id="10">public</view_state>
        <summary>12</summary>
        <due_date>1</due_date>
        <profile_id>30</profile_id>
        <description>Happens always when someone joins game during map change. All scripts are SC3. Example log below. </description>
        <steps_to_reproduce>data</steps_to_reproduce>
        <additional_information>25</additional_information>
    </issue>
    <issue>
        <id>682</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="1">MM</reporter>
        <handler id="12">FliesLikeABrick</handler>
        <priority id="40">high</priority>
        <severity id="60">major</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="50">assigned</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="52">Admin-Client Protocol</category>
        <date_submitted>1598519785</date_submitted>
        <last_updated>1598519786</last_updated>
        <eta id="10">none</eta>
        <os>data</os>
        <os_build>data</os_build>
        <platform>25</platform>
        <version>2.8.1</version>
        <target_version>2.9.0</target_version>
        <view_state id="10">public</view_state>
        <summary>12</summary>
        <due_date>1</due_date>
        <profile_id>30</profile_id>
        <description>92626</description>
        <steps_to_reproduce>Connect to server via ARSSE (for example) with invalid password and check cpu load.  </steps_to_reproduce>
        <additional_information>25</additional_information>
    </issue>
    <issue>
        <id>681</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="1">MM</reporter>
        <handler id="12">FliesLikeABrick</handler>
        <priority id="20">low</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="50">assigned</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="14">Scripting Core</category>
        <date_submitted>1598519756</date_submitted>
        <last_updated>1598519757</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>7</os_build>
        <platform>x86</platform>
        <version>2.7.0</version>
        <target_version>2.9.0</target_version>
        <view_state id="10">public</view_state>
        <summary>DrawText color alpha channel bugs fade effect</summary>
        <due_date>1</due_date>
        <profile_id>30</profile_id>
        <description>When DrawText's color parameter's alpha channel is, somewhere in between 0 and 255 (exclusive), the fade effect wraps around after hitting 0 alpha, back to 100% alpha, continuing on.

Note that alpha of 0 behaves as though it has 100% alpha, and this cannot be reproduced with such a value. </description>
        <steps_to_reproduce>DrawText(Id, 'FADE TEST', 200, $7FFFFFFF, 0.2, 150, 300);
 </steps_to_reproduce>
        <additional_information>25</additional_information>
    </issue>
    <issue>
        <id>680</id>
        <project id="1">Soldat</project>
        <reporter id="1">MM</reporter>
        <handler id="12">FliesLikeABrick</handler>
        <priority id="30">normal</priority>
        <severity id="40">tweak</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="50">assigned</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="3">Gameplay</category>
        <date_submitted>1598519744</date_submitted>
        <last_updated>1598519745</last_updated>
        <eta id="10">none</eta>
        <os>data</os>
        <os_build>data</os_build>
        <platform>25</platform>
        <version>1.6.9</version>
        <target_version>1.8</target_version>
        <view_state id="10">public</view_state>
        <summary>12</summary>
        <due_date>1</due_date>
        <profile_id>30</profile_id>
        <description>John</description>
        <steps_to_reproduce>data</steps_to_reproduce>
        <additional_information>25</additional_information>
    </issue>
    <issue>
        <id>679</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="1">MM</reporter>
        <handler id="12">FliesLikeABrick</handler>
        <priority id="20">low</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="50">assigned</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="14">Scripting Core</category>
        <date_submitted>1598519735</date_submitted>
        <last_updated>1598519736</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>7</os_build>
        <platform>25</platform>
        <version>2.7.0</version>
        <target_version>2.9.0</target_version>
        <view_state id="10">public</view_state>
        <summary>12</summary>
        <due_date>1</due_date>
        <profile_id>30</profile_id>
        <description>02/02/2015</description>
        <steps_to_reproduce>DrawText(Id, 'FADE TEST', 200, $7FFFFFFF, 0.2, 150, 300);
 </steps_to_reproduce>
        <additional_information>25</additional_information>
    </issue>
    <issue>
        <id>678</id>
        <project id="1">Soldat</project>
        <reporter id="1">MM</reporter>
        <handler id="12">FliesLikeABrick</handler>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="70">have not tried</reproducibility>
        <status id="50">assigned</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="3">Gameplay</category>
        <date_submitted>1598519728</date_submitted>
        <last_updated>1598519728</last_updated>
        <eta id="10">none</eta>
        <os>data</os>
        <os_build>data</os_build>
        <platform>25</platform>
        <version>1.8</version>
        <target_version>1.8</target_version>
        <view_state id="10">public</view_state>
        <summary>12</summary>
        <due_date>1</due_date>
        <profile_id>30</profile_id>
        <description>21</description>
        <steps_to_reproduce>data</steps_to_reproduce>
        <additional_information>25</additional_information>
    </issue>
    <issue>
        <id>21</id>
        <project id="1">Soldat</project>
        <reporter id="543">Ichiro</reporter>
        <priority id="20">low</priority>
        <severity id="20">trivial</severity>
        <reproducibility id="50">random</reproducibility>
        <status id="20">feedback</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="8">Multiplayer</category>
        <date_submitted>1316086115</date_submitted>
        <last_updated>1598519717</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>XP SP3 </os_build>
        <platform>x86</platform>
        <version>1.6.0</version>
        <view_state id="10">public</view_state>
        <summary>In-game stats (F1) show a player with an exact nick/color of an another player</summary>
        <due_date>1</due_date>
        <profile_id>13</profile_id>
        <description>During a couple games, after someone rejoining the server / joining as a spectator, he would appear sometimes with a nick of a different player who's already on the server, there would be two same nicks appearing in the same team. However the player not necessarily have to be on the same team, ie he could be in the blue team, however in-game stats would show that he's in the red team.</description>
        <steps_to_reproduce>Hard to say, only happened when there were a lot of people on the server, like 3on3 + ~2 spectators, and there were many manual rejoins happening. In other words, it could be caused by the quantity of player rejoins, during a small period of time, or it could be a random bug which has a chance of appearing anytime, hence more people on the server = higher chance of it happening.</steps_to_reproduce>
        <additional_information>N/A</additional_information>
    </issue>
    <issue>
        <id>647</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="641">dodo</reporter>
        <handler id="12">FliesLikeABrick</handler>
        <priority id="60">immediate</priority>
        <severity id="80">block</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="13">General</category>
        <date_submitted>1455007754</date_submitted>
        <last_updated>1598519379</last_updated>
        <eta id="10">none</eta>
        <os>data</os>
        <os_build>data</os_build>
        <platform>Windows 10</platform>
        <version>2.8.0</version>
        <fixed_in_version>2.9.0</fixed_in_version>
        <target_version>2.9.0</target_version>
        <view_state id="10">public</view_state>
        <summary>Server have lags if we shoot much bullets high speed</summary>
        <due_date>1</due_date>
        <description>Server have lags if we shoot much bullets high speed and fly a long time such maps tw are extensive. https://www.youtube.com/watch?v=RT8pi4HgofY </description>
        <steps_to_reproduce>Fix server code? I think it might be a mistake of counting time of flying bullet. </steps_to_reproduce>
        <additional_information>https://www.youtube.com/watch?v=RT8pi4HgofY </additional_information>
    </issue>
    <issue>
        <id>641</id>
        <project id="1">Soldat</project>
        <reporter id="550">TheOne</reporter>
        <handler id="12">FliesLikeABrick</handler>
        <priority id="40">high</priority>
        <severity id="60">major</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="9">Other</category>
        <date_submitted>1448385082</date_submitted>
        <last_updated>1598519095</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>8.1</os_build>
        <platform>25</platform>
        <version>1.6.9</version>
        <fixed_in_version>1.8</fixed_in_version>
        <target_version>1.8</target_version>
        <view_state id="10">public</view_state>
        <summary>12</summary>
        <due_date>1</due_date>
        <profile_id>46</profile_id>
        <description>02/02/2015</description>
        <steps_to_reproduce>John</steps_to_reproduce>
        <additional_information>40</additional_information>
    </issue>
    <issue>
        <id>673</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="628">kicikici</reporter>
        <priority id="60">immediate</priority>
        <severity id="70">crash</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="10">new</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="14">Scripting Core</category>
        <date_submitted>1511692507</date_submitted>
        <last_updated>1511692508</last_updated>
        <eta id="10">none</eta>
        <version>2.8.1</version>
        <view_state id="10">public</view_state>
        <summary>ExecRegExpr unhandled exception</summary>
        <due_date>1</due_date>
        <description>Example script attached.&#13;
&#13;
Try &quot;/map ctf_Ash&quot;. This will throw an exception.&#13;
&#13;
(11:13:41)  [*] [exp] Unhandled exception occured: &#13;
(11:13:42)  [*] [exp] TRegExpr(comp): ParseReg Too Many () (pos 158)&#13;
(11:13:42)  [*] Disabling exp&#13;
(11:13:42) /map ctf_Ash(127.0.0.1[kicikici])&#13;
(11:13:47) ctf_Ash by chakapoko maker&#13;
&#13;
Occurs on 1.7.1 and 1.7.1.2-beta&#13;
DO NOT occur on 1.7.1 with Falcon's fixes.&#13;
&#13;
Valid input example which should print &quot;x&quot;&#13;
/punish 1 5d reason</description>
    </issue>
    <issue>
        <id>672</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="628">kicikici</reporter>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="10">new</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="14">Scripting Core</category>
        <date_submitted>1488705692</date_submitted>
        <last_updated>1488705692</last_updated>
        <eta id="10">none</eta>
        <version>2.8.1</version>
        <view_state id="10">public</view_state>
        <summary>OnVoteMapStart event isn't called when player using menu and playing less than 2 minutes.</summary>
        <due_date>1</due_date>
        <description>Futhermore, player gets message about chosing map (Your map vote is&quot; &lt;map&gt;) instead of &quot;Can't vote for 2:00..&quot;. Typing /votemap &lt;map&gt; work as expected.</description>
        <steps_to_reproduce>1. Join server.&#13;
2. Try vote map (IMPORTANT: information about non-existed maps are viewed)</steps_to_reproduce>
    </issue>
    <issue>
        <id>669</id>
        <project id="1">Soldat</project>
        <reporter id="507">Falcon</reporter>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="10">new</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="3">Gameplay</category>
        <date_submitted>1477185929</date_submitted>
        <last_updated>1477186003</last_updated>
        <eta id="10">none</eta>
        <version>1.7.1</version>
        <view_state id="10">public</view_state>
        <summary>Players don't collide with team-only polygons during spawn protection period</summary>
        <due_date>1</due_date>
        <description>Right after spawning, during spawn protection period, player won't collide with X-team-only polygons. Once the spawn protection period is over, he might possibly get stuck due to being inside a polygon.</description>
    </issue>
    <issue>
        <id>657</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="579">utkesmer</reporter>
        <priority id="20">low</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="30">acknowledged</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="13">General</category>
        <date_submitted>1466714206</date_submitted>
        <last_updated>1472989788</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>7 SP1</os_build>
        <platform>x64</platform>
        <version>2.8.0</version>
        <view_state id="10">public</view_state>
        <summary>When Balance_Teams=1, you cannot join other teams except alpha from spectators in TDM</summary>
        <due_date>1</due_date>
        <profile_id>28</profile_id>
        <description>Read reproduction steps.</description>
        <steps_to_reproduce>1) Make Balance_Teams=1 in soldat.ini&#13;
2) Make GameStyle=2 in soldat.ini&#13;
3) Join the game and then join spectators&#13;
4) Try to join any team other than the alpha team&#13;
5) It says: &lt;Team you try to join&gt; team is full!&#13;
&#13;
Note: I don't know whether you have to be alone in server, but I was. :(</steps_to_reproduce>
        <additional_information>Related report: http://bugs.soldat.pl/view.php?id=607</additional_information>
    </issue>
    <issue>
        <id>662</id>
        <project id="1">Soldat</project>
        <reporter id="343">homerofgods</reporter>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="70">have not tried</reproducibility>
        <status id="30">acknowledged</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="4">John</category>
        <date_submitted>1468678565</date_submitted>
        <last_updated>1472685402</last_updated>
        <eta id="10">none</eta>
        <view_state id="10">public</view_state>
        <summary>Cursor and Menucursor has different placement</summary>
        <due_date>1</due_date>
        <description>It looks like Cursor and Menucursor does not have the same position due to menucursor being scaled up. &#13;
&#13;
See image: cursorscaling.gif</description>
        <steps_to_reproduce>01. Make Cursor.png and Menucursor.png look exactly like in Interface-gfx folder by using the same image file&#13;
02. Start a singleplayer game&#13;
03. Choose a team&#13;
04. Choose a weapon&#13;
05. You should now see the normal Cursor&#13;
06. Press ESC to get Menucursor&#13;
07. Place Menucursor in a spot where it's easy to remember its location&#13;
08. Press ESC in order to get Cursor&#13;
09. See that the position moves as you go from Menucursor to Cursor &#13;
10. See that even though the two cursors has the same image file, the one is scaled more than the other</steps_to_reproduce>
    </issue>
    <issue>
        <id>659</id>
        <project id="1">Soldat</project>
        <reporter id="343">homerofgods</reporter>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="30">acknowledged</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="8">Multiplayer</category>
        <date_submitted>1468675292</date_submitted>
        <last_updated>1472685299</last_updated>
        <eta id="10">none</eta>
        <view_state id="10">public</view_state>
        <summary>Before selecting team - Multiplayer</summary>
        <due_date>1</due_date>
        <description>When joining a multiplayer game you have to choose a team, but before you have chosen a team you will not see any movement on the map. You will just see the map with some static players as a snapshot of how the situation was when you joined.&#13;
&#13;
It feels like you're in a limbo state, it should put you right in the action with player movements and sound and everything, just as in singleplayer. However, the related issue should be fixed first.</description>
        <steps_to_reproduce>1. Join a multiplayer game&#13;
2. Select team menu will appear, don't choose a team&#13;
3. Notice how nothing is moving.&#13;
&#13;
4. Not until you have chosen a team can you see what's happening in the server </steps_to_reproduce>
        <additional_information>Not a new bug but happens still in 1.7.1&#13;
&#13;
In singleplayer you don't have this issue, the game starts in the background even if you don't choose a team. *See related issue</additional_information>
    </issue>
    <issue>
        <id>660</id>
        <project id="1">Soldat</project>
        <reporter id="343">homerofgods</reporter>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="30">acknowledged</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="9">Other</category>
        <date_submitted>1468675301</date_submitted>
        <last_updated>1472685262</last_updated>
        <eta id="10">none</eta>
        <view_state id="10">public</view_state>
        <summary>Before selecting team - Singleplayer</summary>
        <due_date>1</due_date>
        <description>When joining a multiplayer game you have to choose a team, but before you have chosen a team the game will start regardless of your inactivity. I don't mind the game starting before I have chosen a team so this is not the problem.&#13;
&#13;
But what happens if I don't choose a team is that when the first bullets start to fly you will see the camera following each bullet. If there are a lot of bullets the camera will fly all over the place and it's quite disturbing to watch&#13;
</description>
        <steps_to_reproduce>1. Join a singleplayer CTF game with some bots&#13;
2. Select team menu will appear, don't choose a team&#13;
3. When the first bullets start to fly you will see the camera following each bullet&#13;
&#13;
4. Everything is fine once you have chosen a team </steps_to_reproduce>
        <additional_information>Not a new bug but happens still in 1.7.1&#13;
&#13;
In multiplayer you don't see this problem because you don't see player movement. *See related issue</additional_information>
    </issue>
    <issue>
        <id>570</id>
        <project id="1">Soldat</project>
        <reporter id="629">Control</reporter>
        <handler id="507">Falcon</handler>
        <priority id="20">low</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="20">feedback</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="9">Other</category>
        <date_submitted>1401779433</date_submitted>
        <last_updated>1466014566</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>7 SP1</os_build>
        <platform>x64</platform>
        <view_state id="10">public</view_state>
        <summary>[For streaming purposes] Soldat freezes when you alt+tab out of the game when you are streaming.</summary>
        <due_date>1</due_date>
        <profile_id>28</profile_id>
        <description>Stream&#13;
Alt tab out of Soldat&#13;
Watch stream... you will notice the game freezes when you alt tabbed&#13;
&#13;
Stream Link: http://www.twitch.tv/control13/b/534933952#</description>
        <steps_to_reproduce>Stream&#13;
Alt tab out of Soldat&#13;
Watch stream... you will notice the game freezes when you alt tabbed</steps_to_reproduce>
    </issue>
    <issue>
        <id>573</id>
        <project id="1">Soldat</project>
        <reporter id="396">JotEmI</reporter>
        <handler id="507">Falcon</handler>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="40">confirmed</status>
        <resolution id="30">reopened</resolution>
        <projection id="10">none</projection>
        <category id="5">Lobby</category>
        <date_submitted>1402848127</date_submitted>
        <last_updated>1466014561</last_updated>
        <eta id="10">none</eta>
        <version>1.6.7</version>
        <fixed_in_version>1.6.9</fixed_in_version>
        <view_state id="10">public</view_state>
        <summary>Soldat hangs when unable to connect to the lobby</summary>
        <due_date>1</due_date>
        <description>In previous versions if lobby was down and Soldat couldn't connect it would eventually throw timeout error. Now it just hangs there forever and you need to kill the process.</description>
        <steps_to_reproduce>Wait for the lobby to go down and try to refresh server list.</steps_to_reproduce>
    </issue>
    <issue>
        <id>198</id>
        <project id="1">Soldat</project>
        <reporter id="578">fujifabric</reporter>
        <handler id="507">Falcon</handler>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="20">feedback</status>
        <resolution id="30">reopened</resolution>
        <projection id="10">none</projection>
        <category id="4">John</category>
        <date_submitted>1336750997</date_submitted>
        <last_updated>1466014557</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>7</os_build>
        <platform>x64</platform>
        <version>1.6.3</version>
        <fixed_in_version>1.6.4</fixed_in_version>
        <view_state id="10">public</view_state>
        <summary>Soldat fails to display interface images when starting the game with a mod</summary>
        <due_date>1</due_date>
        <profile_id>17</profile_id>
        <description>It seems that when you start Soldat with a mod, the game tries to load all of the interface files (such as cursor, arrow, etc) that are located in the 'mods' folder, but normally when some of those files are missing in the folder it would use the ones in the main Interface-gfx folder and combine both (usually preferring the ones in the Interface-gfx folder over the ones in the mod folder when the files are similar -- for some reason) and in this version it appears to not combine, but just load the files from the mod folder exclusively even if there are files missing from it, and since many mod makers wanted to use some of the default files for their mods, they just didn't add such files in the mod folder but instead let Soldat load them from default -- which this time doesn't.</description>
        <steps_to_reproduce>Create a folder in the mods folder with any name and leave the rest empty, (or also inside that mod folder create one called interface-gfx and leave it empty or just with random interface files).  If it's empty it will only load the guns and text from the interface, but the cursor, arrow, menucursor, health, ammo, jets and the rest won't load... if you put files in the mod folder like menucursor then it will load that one image but not the rest.&#13;
&#13;
note: select the mod and start Soldat from the mod starter to see the issue.</steps_to_reproduce>
        <additional_information>On the plus side it's good that now it loads interface files from the mod, because in the past it would ignore them and use the ones in the main interface folder instead, but the problem is when there are files missing from the mod folder because then Soldat won't show them at all (instead of using the ones in the main interface-gfx folder).</additional_information>
    </issue>
    <issue>
        <id>544</id>
        <project id="1">Soldat</project>
        <reporter id="617">Akinaro</reporter>
        <handler id="507">Falcon</handler>
        <priority id="20">low</priority>
        <severity id="70">crash</severity>
        <reproducibility id="50">random</reproducibility>
        <status id="20">feedback</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="9">Other</category>
        <date_submitted>1395824737</date_submitted>
        <last_updated>1466014540</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>7 SP1</os_build>
        <platform>x64</platform>
        <version>1.6.7b2</version>
        <view_state id="10">public</view_state>
        <summary>EAccess violation in module 00A9FAB0</summary>
        <due_date>1</due_date>
        <profile_id>28</profile_id>
        <description>Three times I get this error when clicking exit tab and options, Didn't saw relationship with system(no lags or freezes, or CPU/RAM usage)&#13;
I had only Opera Browser(20.0.1387.82) in task bar with no sites open.&#13;
After clicking ok game shuts off.</description>
    </issue>
    <issue>
        <id>318</id>
        <project id="1">Soldat</project>
        <reporter id="603">Fanda</reporter>
        <handler id="507">Falcon</handler>
        <priority id="20">low</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="50">assigned</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="9">Other</category>
        <date_submitted>1368651138</date_submitted>
        <last_updated>1466014537</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>7</os_build>
        <platform>x64</platform>
        <version>1.6.3</version>
        <view_state id="10">public</view_state>
        <summary>/mute &lt;id&gt; command not working properly</summary>
        <due_date>1</due_date>
        <profile_id>17</profile_id>
        <description>After using the /mute&lt;id&gt; command the messages will stay hidden until the player changes team or joins spectator.</description>
        <steps_to_reproduce>I would recommend you to simply mute a player(that you already told about your plans), ask him to change team or join spectator and write something. I hope this didn't sound silly.</steps_to_reproduce>
        <additional_information>I think that a demo isnt really needed.</additional_information>
    </issue>
    <issue>
        <id>459</id>
        <project id="1">Soldat</project>
        <reporter id="305">Furai</reporter>
        <handler id="507">Falcon</handler>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="20">feedback</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="8">Multiplayer</category>
        <date_submitted>1381685350</date_submitted>
        <last_updated>1466014532</last_updated>
        <eta id="10">none</eta>
        <os>Debian</os>
        <os_build> 7.0</os_build>
        <platform>Linux</platform>
        <version>1.6.6</version>
        <view_state id="10">public</view_state>
        <summary>Daemon mode for server not daemoning properly</summary>
        <due_date>1</due_date>
        <description>Despite running the server in daemon mode one can still see the output in the console</description>
        <steps_to_reproduce>Run the server on linux with soldatserver -d&#13;
Connect with ARSSE&#13;
Watch output in SSH</steps_to_reproduce>
    </issue>
    <issue>
        <id>536</id>
        <project id="1">Soldat</project>
        <reporter id="617">Akinaro</reporter>
        <handler id="507">Falcon</handler>
        <priority id="20">low</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="40">confirmed</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="3">Gameplay</category>
        <date_submitted>1393341541</date_submitted>
        <last_updated>1466014527</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>7 SP1</os_build>
        <platform>x86</platform>
        <version>1.6.6</version>
        <view_state id="10">public</view_state>
        <summary>Radio shortcuts collide with Weapon Menu numbers</summary>
        <due_date>1</due_date>
        <profile_id>27</profile_id>
        <description>When you quickly use Radio commands after you death(before weapons menu show up) eg. 2 and then 3 game automatically choose AK-74 as your main weapon.&#13;
The same situation with digit 1 and 2&#13;
&#13;
This problem only occurs when you have Enabled Weapons Menu and you quickly type this, before Menu show up.&#13;
</description>
        <steps_to_reproduce>[You need to have Weapon Menu Enabled]&#13;
After you die, very quickly press [radio command button] + 1, 2 or 3</steps_to_reproduce>
        <additional_information>It don't have high priority, but it's sometimes annoying when you have weapons menu enabled(if you often change weapons) and you want to quickly warn teammates about flag/enemies and you respawn with mp5 instead of barrett or FN </additional_information>
    </issue>
    <issue>
        <id>654</id>
        <project id="1">Soldat</project>
        <reporter id="631">Viral</reporter>
        <priority id="40">high</priority>
        <severity id="60">major</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="30">acknowledged</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="3">Gameplay</category>
        <date_submitted>1461272004</date_submitted>
        <last_updated>1464520819</last_updated>
        <eta id="10">none</eta>
        <os>not important</os>
        <os_build>not important</os_build>
        <platform>not important</platform>
        <version>1.7.0</version>
        <view_state id="10">public</view_state>
        <summary>Polygons behavior when parachuting (flagger collide, non flager collide, probably more?)</summary>
        <due_date>1</due_date>
        <description>When parachuting down you don't collide with player collide polygons, if you hold W you are also able to do a jump on the flagger collide polygon. Might also occur on other specific polys that switch from doesnt collide to solid.</description>
        <steps_to_reproduce>Spawn with a parachute, fly at the poly, see the effect.&#13;
They the same with holding &quot;W&quot; when falling.</steps_to_reproduce>
    </issue>
    <issue>
        <id>642</id>
        <project id="1">Soldat</project>
        <reporter id="550">TheOne</reporter>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="40">confirmed</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="8">Multiplayer</category>
        <date_submitted>1449485815</date_submitted>
        <last_updated>1461176699</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>8.1</os_build>
        <platform>x64</platform>
        <version>1.6.9</version>
        <view_state id="10">public</view_state>
        <summary>Joining full server with Admin password</summary>
        <due_date>1</due_date>
        <profile_id>46</profile_id>
        <description>..leaves you stuck, only seeing the map but nothing else, until maxplayers is increased. Noone will see that you joined until maxplayers is increased, then you join automatically.</description>
        <steps_to_reproduce>- set maxplayers to x&#13;
- wait for x players to join the server&#13;
- try to join the server using the admin password&#13;
- after noticing the bug, increase maxplayers, which will allow you to join</steps_to_reproduce>
    </issue>
    <issue>
        <id>653</id>
        <project id="1">Soldat</project>
        <reporter id="632">darDar</reporter>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="10">new</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="3">Gameplay</category>
        <date_submitted>1459890532</date_submitted>
        <last_updated>1459890532</last_updated>
        <eta id="10">none</eta>
        <os>none</os>
        <os_build>none</os_build>
        <platform>none</platform>
        <view_state id="10">public</view_state>
        <summary>Trying to hide the weaponsmenu when it FIRST appears by clicking on the screen causes sound loop</summary>
        <due_date>1</due_date>
        <description>When joining a game and trying to hide the weapons menu by clicking will cause an infinite loop of 'click' sounds.&#13;
&#13;
Apart from that; when hovering over the position of the weaponsmenu, which is now invisible; it will select a weapon.</description>
        <steps_to_reproduce>join a game&#13;
click somewhere without selecting a gun&#13;
keep fire pressed</steps_to_reproduce>
        <additional_information>none</additional_information>
    </issue>
    <issue>
        <id>652</id>
        <project id="1">Soldat</project>
        <reporter id="632">darDar</reporter>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="10">new</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="3">Gameplay</category>
        <date_submitted>1459889937</date_submitted>
        <last_updated>1459889937</last_updated>
        <eta id="10">none</eta>
        <version>1.7.0</version>
        <view_state id="10">public</view_state>
        <summary>Weapons menu active when joining a paused server as spec</summary>
        <due_date>1</due_date>
        <description>Whenever you join a paused server as spec you will see the weapons menu opened. You can select a weapon and it has no effect.&#13;
&#13;
</description>
        <steps_to_reproduce>pause a server&#13;
join as spec</steps_to_reproduce>
        <additional_information>-</additional_information>
    </issue>
    <issue>
        <id>634</id>
        <project id="1">Soldat</project>
        <reporter id="550">TheOne</reporter>
        <priority id="50">urgent</priority>
        <severity id="60">major</severity>
        <reproducibility id="50">random</reproducibility>
        <status id="40">confirmed</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="8">Multiplayer</category>
        <date_submitted>1447802629</date_submitted>
        <last_updated>1459889695</last_updated>
        <eta id="10">none</eta>
        <version>1.6.9</version>
        <view_state id="10">public</view_state>
        <summary>3-second freezes</summary>
        <due_date>1</due_date>
        <description>In random intervals the entire server freezes for all players.&#13;
We checked how long the single events take, and it's always in an acceptable range, single event calls spiking at up to 500ms. Therefor we don't think it's script-caused freezing.&#13;
Was told that on other servers this happens, too.&#13;
</description>
        <additional_information>I've recorded it on the demo.</additional_information>
    </issue>
    <issue>
        <id>630</id>
        <project id="1">Soldat</project>
        <reporter id="550">TheOne</reporter>
        <priority id="40">high</priority>
        <severity id="60">major</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="40">confirmed</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="48">Graphics</category>
        <date_submitted>1447455981</date_submitted>
        <last_updated>1459889556</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>8.1</os_build>
        <platform>x64</platform>
        <version>1.6.9</version>
        <view_state id="10">public</view_state>
        <summary>Player IDs are mispositioned out of sight</summary>
        <due_date>1</due_date>
        <profile_id>46</profile_id>
        <description>Since a few versions already, I can't see the players' IDs anymore.&#13;
Check the attached screenshot.&#13;
I use 100% resized, non-fullscreen soldat</description>
    </issue>
    <issue>
        <id>552</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="632">darDar</reporter>
        <priority id="20">low</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="40">confirmed</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="13">General</category>
        <date_submitted>1398837867</date_submitted>
        <last_updated>1458002546</last_updated>
        <eta id="10">none</eta>
        <version>2.7.6</version>
        <view_state id="10">public</view_state>
        <summary>Displaying more Kills than possible on End of the Round</summary>
        <due_date>1</due_date>
        <description>I have been playing a few rounds of Deathmatch right now and found out that it's possible to bypass the kill limit (kind of).&#13;
The Server's kill limit was set to 30 but I managed to be displayed with 31 kills in the end of the round (made a double kill).&#13;
&#13;
Since the kill limit is 30 it should only display 30 iny my opinion.</description>
        <steps_to_reproduce>Create a Game&#13;
set kill limit to 1&#13;
let 2 players or bots join&#13;
kill them both with an instant double kill (barret)</steps_to_reproduce>
    </issue>
    <issue>
        <id>607</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="579">utkesmer</reporter>
        <priority id="40">high</priority>
        <severity id="60">major</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="40">confirmed</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="49">Game Protocol</category>
        <date_submitted>1429136170</date_submitted>
        <last_updated>1458002394</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>7 SP1</os_build>
        <platform>x64</platform>
        <version>2.7.8</version>
        <view_state id="10">public</view_state>
        <summary>When &quot;Balance_Teams&quot; is enabled, you cannot join back from spectators in DM</summary>
        <due_date>1</due_date>
        <profile_id>28</profile_id>
        <description>When &quot;Balance_Teams&quot; is enabled, you cannot join back from spectators in DM.&#13;
&#13;
Some similar issues:&#13;
&#13;
- http://bugs.soldat.pl/view.php?id=357&#13;
- http://bugs.soldat.pl/view.php?id=238&#13;
&#13;
***It does not happen when &quot;Balance_Teams&quot; is 0.&#13;
&#13;
Screenshot is in the attachment.</description>
        <steps_to_reproduce>- Download 2.7.8 from official site.&#13;
- Set admin password.&#13;
- Set &quot;Balance_Teams&quot; to 1.&#13;
- Set &quot;GameStyle&quot; to 0.&#13;
- Join the game.&#13;
- Press ESC and select &quot;5 Spectators&quot;.&#13;
- Press ESC again and select &quot;0 Player&quot;.&#13;
- It says &quot;Alpha team is full&quot;.</steps_to_reproduce>
    </issue>
    <issue>
        <id>505</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="568">Szaman</reporter>
        <priority id="40">high</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="20">feedback</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="14">Scripting Core</category>
        <date_submitted>1388800792</date_submitted>
        <last_updated>1458002044</last_updated>
        <eta id="10">none</eta>
        <version>2.7.6</version>
        <view_state id="10">public</view_state>
        <summary>Changing the &quot;result&quot; of damage when using m79</summary>
        <due_date>1</due_date>
        <description>When you are trying to modify the damage of the weapons in script (for simple example: setting damage to 0) it not works for M79. M79 kills player even if the damage was set to 0. </description>
    </issue>
    <issue>
        <id>648</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="641">dodo</reporter>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="30">acknowledged</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="14">Scripting Core</category>
        <date_submitted>1455201879</date_submitted>
        <last_updated>1458001923</last_updated>
        <eta id="10">none</eta>
        <platform>Windows 10</platform>
        <version>2.8.0</version>
        <view_state id="10">public</view_state>
        <summary>.OnWeaponChange</summary>
        <due_date>1</due_date>
        <description>Is bad indicates wrong secondary.If I do not use parts of code that the weapon was chosen information is doubled And I can not say when or set the correct weapon for PlayerInfo[Player.ID].Wep2 (secondary).&#13;
[code]	if (PlayerInfo[Player.ID].Resp=true) then begin&#13;
		if (Primary.Wtype&lt;&gt;255) then PlayerInfo[Player.ID].Wep1:=Primary.Wtype;&#13;
		PlayerInfo[Player.ID].Wep2:=Secondary.Wtype;&#13;
		if (PlayerInfo[Player.ID].Wep1&lt;&gt;255) then begin&#13;
			PlayerInfo[Player.ID].Resp:=False;&#13;
			WeaponAmmoChangeLimit(player.id);&#13;
			Players.Tell('Respawning &amp; Selected Weapons!'); Players.Tell(Primary.Name + ' | ' + Secondary.Name);&#13;
		end;&#13;
	end;[/code]&#13;
&#13;
https://www.youtube.com/watch?v=5eCiEB_XX44&amp;feature=youtu.be</description>
        <additional_information>https://www.youtube.com/watch?v=5eCiEB_XX44&amp;feature=youtu.be</additional_information>
    </issue>
    <issue>
        <id>628</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="542">Bonecrusher</reporter>
        <handler id="507">Falcon</handler>
        <priority id="30">normal</priority>
        <severity id="70">crash</severity>
        <reproducibility id="30">sometimes</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="13">General</category>
        <date_submitted>1447341449</date_submitted>
        <last_updated>1458001819</last_updated>
        <eta id="10">none</eta>
        <os>Debian GNU/Linux</os>
        <os_build>6.0</os_build>
        <platform>i386</platform>
        <version>2.7.9</version>
        <fixed_in_version>2.8.0</fixed_in_version>
        <view_state id="10">public</view_state>
        <summary>Soldat crashes when redirect script is triggered</summary>
        <due_date>1</due_date>
        <profile_id>29</profile_id>
        <description>when my servers are full the redirect script makes sure the player doesnt have to  wait for someone to leave and automatically redirects to the next server. Since the new version came out i have received several complaints about players client crashing when trying to join full server</description>
        <steps_to_reproduce>try to join any of the zabijaka.pl ctfs when its full</steps_to_reproduce>
        <additional_information>script itself can be found here:&#13;
http://pastebin.com/aFHPVNzY</additional_information>
    </issue>
    <issue>
        <id>616</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="136">deguix</reporter>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="40">confirmed</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="14">Scripting Core</category>
        <date_submitted>1433921328</date_submitted>
        <last_updated>1458001674</last_updated>
        <eta id="10">none</eta>
        <os>Debian GNU/Linux</os>
        <os_build>7.0</os_build>
        <platform>amd64</platform>
        <version>2.7.9b1</version>
        <view_state id="10">public</view_state>
        <summary>TPlayer.ForceWeapon reloads secondary whenever its ammo is set to 0</summary>
        <due_date>1</due_date>
        <profile_id>44</profile_id>
        <description>I was trying to make force weapon to jam the primary weapon artificially (by setting its ammo to 0 every second with TGame.OnClockTick), but whenever I do that after the secondary weapon is reloading, that secondary weapon is automatically fully reloaded.&#13;
&#13;
The &quot;workaround&quot; is to save that ammo in another variable, and whenever weapons are switched again, use it, and save the new one in this one, and then do another force weapon, but then the weapon will starting reloading from the beginning if its ammo is 0, which is what I don't want.&#13;
&#13;
(I didn't test with 2.7.8, but it should be there too)</description>
        <steps_to_reproduce>Use the script as in http://wiki.soldat.pl/index.php/TActivePlayer.ForceWeapon, except set NewSecondary.WType to an actual weapon id (like 1 for deagles).</steps_to_reproduce>
        <additional_information>Historically with ScriptCore 2 ForceWeapon, 0 meant &quot;max ammo&quot; for primary, but it shouldn't. 255 should be &quot;max ammo&quot; instead, and 0 should make it stay in reloading state. Preferably there should also be another variable for the reloading percentage, but I think that's pushing it.</additional_information>
    </issue>
    <issue>
        <id>645</id>
        <project id="1">Soldat</project>
        <reporter id="546">tk</reporter>
        <priority id="40">high</priority>
        <severity id="60">major</severity>
        <reproducibility id="50">random</reproducibility>
        <status id="10">new</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="4">John</category>
        <date_submitted>1453934665</date_submitted>
        <last_updated>1453934666</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>10</os_build>
        <platform>x86</platform>
        <version>1.7.0rc1</version>
        <view_state id="10">public</view_state>
        <summary>GUI still broken randomly when kicked/left/disconnected.</summary>
        <due_date>1</due_date>
        <profile_id>47</profile_id>
        <description>Sometimes when the server disconnects, the map is missing, or you just leave the server for whatever reason and then rejoin, the GUI breaks (screen attached). Don't know how to reproduce it, seems pretty much random.&#13;
</description>
    </issue>
    <issue>
        <id>435</id>
        <project id="4">Soldat Maps</project>
        <reporter id="626">Penetrator</reporter>
        <handler id="574">Bistoufly</handler>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="30">sometimes</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="21">Polygon bugs</category>
        <date_submitted>1379526056</date_submitted>
        <last_updated>1453767072</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>7 SP1</os_build>
        <platform>x64</platform>
        <fixed_in_version>1.7.0</fixed_in_version>
        <view_state id="10">public</view_state>
        <summary>On ctf_Ash you can fly through the roof in two places. Actually from 1.6.4 to 1.6.6 beta2</summary>
        <due_date>1</due_date>
        <profile_id>28</profile_id>
        <description>On ctf_Ash you can fly through the roof in two places. Actually from 1.6.4 to 1.6.6 beta2</description>
        <steps_to_reproduce>Enough push. See demo.</steps_to_reproduce>
    </issue>
    <issue>
        <id>644</id>
        <project id="1">Soldat</project>
        <reporter id="632">darDar</reporter>
        <priority id="50">urgent</priority>
        <severity id="50">minor</severity>
        <reproducibility id="90">unable to reproduce</reproducibility>
        <status id="10">new</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="3">Gameplay</category>
        <date_submitted>1450765040</date_submitted>
        <last_updated>1450765040</last_updated>
        <eta id="10">none</eta>
        <os>Win10</os>
        <version>1.7.0b2</version>
        <view_state id="10">public</view_state>
        <summary>secondary gun changes to ussocom</summary>
        <due_date>1</due_date>
        <description>Sometimes, after restarting Soldat my secondary gun changes to Ussocom while it should actually be a Knife.&#13;
&#13;
Several people already have experienced the same issue.</description>
        <steps_to_reproduce>occurs randomly after restarting soldat several times i guess.</steps_to_reproduce>
    </issue>
    <issue>
        <id>632</id>
        <project id="1">Soldat</project>
        <reporter id="248">SyavX</reporter>
        <handler id="59">PerroAZUL</handler>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="4">John</category>
        <date_submitted>1447593571</date_submitted>
        <last_updated>1450129633</last_updated>
        <eta id="10">none</eta>
        <version>1.7.0a1</version>
        <fixed_in_version>1.7.0</fixed_in_version>
        <view_state id="10">public</view_state>
        <summary>Soldat ignores &quot;Ping dot&quot; coordinates</summary>
        <due_date>1</due_date>
        <description>Soldat ignores &quot;Ping dot&quot; coordinates saved in interface setup files (.sif) since, at least, version v1.4.2</description>
        <steps_to_reproduce>1. Select &quot;classic&quot; interface in Options, join any online server, check where &quot;Ping dot&quot; is located&#13;
2. Open &quot;custom-interfaces/classic&quot; iterface in `Interface Maker` (MM's) or in `Advanced Interface Maker`, check where &quot;Ping dot&quot; is located</steps_to_reproduce>
        <additional_information>http://forums.soldat.pl/index.php?topic=37906.msg516455#msg516455</additional_information>
    </issue>
    <issue>
        <id>633</id>
        <project id="1">Soldat</project>
        <reporter id="248">SyavX</reporter>
        <handler id="59">PerroAZUL</handler>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="4">John</category>
        <date_submitted>1447593858</date_submitted>
        <last_updated>1450129598</last_updated>
        <eta id="10">none</eta>
        <version>1.7.0a1</version>
        <fixed_in_version>1.7.0</fixed_in_version>
        <view_state id="10">public</view_state>
        <summary>Soldat ignores &quot;visible&quot; flags for &quot;Ammo text&quot; and &quot;TeamBox&quot;s text</summary>
        <due_date>1</due_date>
        <description>Soldat ignores &quot;visible&quot; flags for &quot;Ammo text&quot; and &quot;TeamBox&quot;s text saved in interface setup files (*.sif).</description>
        <steps_to_reproduce>1. Open any interface with Interface Editor&#13;
2. Disabled &quot;Visible&quot; flags for &quot;Ammo text&quot; and &quot;Team Box&quot;&#13;
3. Save changes and check results ingame</steps_to_reproduce>
        <additional_information>http://forums.soldat.pl/index.php?topic=37906.msg524951#msg524951</additional_information>
    </issue>
    <issue>
        <id>636</id>
        <project id="1">Soldat</project>
        <reporter id="624">IzzyRosePL</reporter>
        <handler id="59">PerroAZUL</handler>
        <priority id="30">normal</priority>
        <severity id="10">feature</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="48">Graphics</category>
        <date_submitted>1447890626</date_submitted>
        <last_updated>1450129124</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>10</os_build>
        <platform>Toshiba Satellite</platform>
        <version>1.7.0a1</version>
        <fixed_in_version>1.7.0</fixed_in_version>
        <view_state id="10">public</view_state>
        <summary>All the colours selected in menu are ignored.</summary>
        <due_date>1</due_date>
        <description>After joining a game player's gostek is all black, regardless to selections in gostek customisation menu.&#13;
The only exception is the shirt in team modes, which gets exact colours.</description>
        <steps_to_reproduce>Always in my case.</steps_to_reproduce>
    </issue>
    <issue>
        <id>639</id>
        <project id="1">Soldat</project>
        <reporter id="550">TheOne</reporter>
        <handler id="59">PerroAZUL</handler>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="48">Graphics</category>
        <date_submitted>1448045704</date_submitted>
        <last_updated>1450129049</last_updated>
        <eta id="10">none</eta>
        <version>1.7.0a2</version>
        <fixed_in_version>1.7.0b2</fixed_in_version>
        <view_state id="10">public</view_state>
        <summary>Predator mode darkened background is misalined</summary>
        <due_date>1</due_date>
        <description>see attached screenshot, it's in the top left corner</description>
    </issue>
    <issue>
        <id>643</id>
        <project id="1">Soldat</project>
        <reporter id="546">tk</reporter>
        <handler id="59">PerroAZUL</handler>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="4">John</category>
        <date_submitted>1449875836</date_submitted>
        <last_updated>1449945794</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>10</os_build>
        <platform>x64</platform>
        <version>1.7.0b2</version>
        <fixed_in_version>1.7.0</fixed_in_version>
        <view_state id="10">public</view_state>
        <summary>Drawtext size</summary>
        <due_date>1</due_date>
        <profile_id>46</profile_id>
        <description>With interface scaling disabled, script-generated drawtexts are too big, like two times. With interface scaling enabled it's ok.</description>
        <additional_information>I'd show you a screenshot, but printscreen on windows displays blank image, and F4 doesn't seem to work.&#13;
&#13;
my soldat.ini:&#13;
&#13;
[GRAPHICS]&#13;
Dithering=1&#13;
Swap_Effect=1&#13;
Interface_Status_Alpha=200&#13;
Compatibility=0&#13;
Antialiasing=0&#13;
Texture_Filter=2&#13;
Bonus_Colors=1&#13;
Max_Particles=557&#13;
Bullet_Trails=1&#13;
Player_Indicator=1&#13;
Sniper_Line=0&#13;
Weather=1&#13;
Interface=Default&#13;
Smooth_Edges=1&#13;
Screen_Width=1920&#13;
Screen_Height=1080&#13;
Resize_Filter=2&#13;
Gamma=100&#13;
MiniMap_Transparency=230&#13;
Enable_Animations=1&#13;
Render_Background=1&#13;
Max_Framerate=240&#13;
Scale_Interface=0&#13;
High_Resolution_Timer=1&#13;
Fps_Limit=1&#13;
Map_Background_Color1=clBlack&#13;
Map_Background_Color2=clBlack&#13;
Force_Background_Color=0&#13;
Adapter=0&#13;
Color_Depth=32&#13;
Refresh_Rate=Default&#13;
Software=0&#13;
BackBuffers=2&#13;
Window_Resize=0&#13;
Render_Width=1920&#13;
Render_Height=1080</additional_information>
    </issue>
    <issue>
        <id>638</id>
        <project id="1">Soldat</project>
        <reporter id="550">TheOne</reporter>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="10">new</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="8">Multiplayer</category>
        <date_submitted>1448045528</date_submitted>
        <last_updated>1448045528</last_updated>
        <eta id="10">none</eta>
        <version>1.6.9</version>
        <view_state id="10">public</view_state>
        <summary>ForceWeapon with 0 ammo forces reload</summary>
        <due_date>1</due_date>
        <description>0 ammunition used to force full ammo on the weapon, now it makes the weapon reload. This might have been done deliberately, but it's not in any changelog</description>
    </issue>
    <issue>
        <id>635</id>
        <project id="1">Soldat</project>
        <reporter id="550">TheOne</reporter>
        <priority id="30">normal</priority>
        <severity id="60">major</severity>
        <reproducibility id="30">sometimes</reproducibility>
        <status id="10">new</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="8">Multiplayer</category>
        <date_submitted>1447802760</date_submitted>
        <last_updated>1447802760</last_updated>
        <eta id="10">none</eta>
        <version>1.6.9</version>
        <view_state id="10">public</view_state>
        <summary>Instant-leave when joining a server</summary>
        <due_date>1</due_date>
        <description>It happened to me twice now that when I tried to join a server I'd instantly &quot;leave&quot; it again. All players in the server would see me as joining and leaving again.&#13;
Both these times it happened after I left the game because of the afk-kick. I tried rejoining the same server and it kept leave-kicking me.</description>
    </issue>
    <issue>
        <id>189</id>
        <project id="1">Soldat</project>
        <reporter id="556">x7thh0ah</reporter>
        <priority id="20">low</priority>
        <severity id="20">trivial</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="40">confirmed</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="3">Gameplay</category>
        <date_submitted>1335531588</date_submitted>
        <last_updated>1447436854</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>XP SP3 </os_build>
        <platform>x86</platform>
        <version>1.6.2</version>
        <view_state id="10">public</view_state>
        <summary>Blocked throwing weapon when reloading LAW/m79</summary>
        <due_date>1</due_date>
        <profile_id>13</profile_id>
        <description>When you shot with LAW or M79 and want to drop it, sometimes weapon will still be in your arms, unable to drop. When you change weapon to your secondary and change again, weapon can be dropped. Happens only during online play.</description>
        <steps_to_reproduce>1. Have an M79/LAW that has no ammo lying on the ground.&#13;
2. Hold an M79/LAW while also standing on the one lying on the ground.&#13;
3. Fire the weapon.&#13;
4. Throw away the weapon, which will result in you picking up the other weapon.&#13;
&#13;
You should now be unable to throw away the weapon you're holding until it is reloaded. Only occurs in online play.</steps_to_reproduce>
        <additional_information>I think it was happening more times in 1.5, but it can be only subjective feeling.</additional_information>
    </issue>
    <issue>
        <id>447</id>
        <project id="4">Soldat Maps</project>
        <reporter id="574">Bistoufly</reporter>
        <handler id="574">Bistoufly</handler>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="100">N/A</reproducibility>
        <status id="40">confirmed</status>
        <resolution id="30">reopened</resolution>
        <projection id="10">none</projection>
        <category id="21">Polygon bugs</category>
        <date_submitted>1380405504</date_submitted>
        <last_updated>1446665039</last_updated>
        <eta id="10">none</eta>
        <fixed_in_version>1.6.9</fixed_in_version>
        <view_state id="10">public</view_state>
        <summary>ctf_Death (mtk's remake) polybug fixes</summary>
        <due_date>1</due_date>
        <description>Some polybug fixes for mtk's remake of ctf_Death&#13;
&#13;
updated map attached.&#13;
&#13;
Screenshot attached.</description>
        <additional_information>Soldat forum thread: http://forums.soldat.pl/index.php?topic=42866.msg515752#msg515752</additional_information>
    </issue>
    <issue>
        <id>545</id>
        <project id="4">Soldat Maps</project>
        <reporter id="633">ZdzichU</reporter>
        <handler id="574">Bistoufly</handler>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="40">confirmed</status>
        <resolution id="30">reopened</resolution>
        <projection id="10">none</projection>
        <category id="19">Gameplay</category>
        <date_submitted>1396201116</date_submitted>
        <last_updated>1446663912</last_updated>
        <eta id="10">none</eta>
        <fixed_in_version>1.6.9</fixed_in_version>
        <target_version>1.6.9</target_version>
        <view_state id="10">public</view_state>
        <summary>ctf_Rotten Polygon bug</summary>
        <due_date>1</due_date>
        <description>Bug on 1.6.7b2.&#13;
Nade always passes through the polygon at the marked locations or bounces very fast on the picture http://screenshooter.net/4217291/cmhdwni .&#13;
</description>
    </issue>
    <issue>
        <id>627</id>
        <project id="1">Soldat</project>
        <reporter id="96">DorkeyDear</reporter>
        <priority id="20">low</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="10">new</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="3">Gameplay</category>
        <date_submitted>1446330858</date_submitted>
        <last_updated>1446330858</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>7</os_build>
        <platform>x64</platform>
        <version>1.6.9</version>
        <view_state id="10">public</view_state>
        <summary>Spawn spark visible when camera moves during spawn, unfair advantage in survival</summary>
        <due_date>1</due_date>
        <profile_id>17</profile_id>
        <description>If the camera is at or near the spawn location of the opposing team when a new round starts, the enemy spawn sparks can be visible while your camera moves toward your character.&#13;
&#13;
In survival games, knowing the location of the opposing team can be very important information. Knowing which spawn points enemy players have spawned at can give an unfair advantage to a player.&#13;
&#13;
See attached image.</description>
        <steps_to_reproduce>Play a single player non-realistic survival capture the flag game with bots on the opposing team. Kill yourself and move the camera on or near the enemy spawn points. When the next round starts, some spawn sparks may be visible.</steps_to_reproduce>
        <additional_information>This was tested and reproducible using non-realistic. I was not able to reproduce this in a realistic game.</additional_information>
    </issue>
    <issue>
        <id>626</id>
        <project id="1">Soldat</project>
        <reporter id="96">DorkeyDear</reporter>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="10">new</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="3">Gameplay</category>
        <date_submitted>1446328005</date_submitted>
        <last_updated>1446328005</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>7</os_build>
        <platform>x64</platform>
        <version>1.6.9</version>
        <view_state id="10">public</view_state>
        <summary>Winning a map when time left near zero changes map twice</summary>
        <due_date>1</due_date>
        <profile_id>17</profile_id>
        <description>When a map ends when the time left only has few seconds, the map changes twice. The first time from when the map ending under normal win conditions, and the second time from the time left reaching zero. See attached image.</description>
        <steps_to_reproduce>Start a single player capture the flag game with the time limit set to 1 minute and capture limit set to 1. Once the game is started, prepare to capture a flag. Once there is only about 3 seconds left until the map ends from the time limit, capture the flag. The map should end and change due to the capture, and then a few seconds later change the map again.</steps_to_reproduce>
    </issue>
    <issue>
        <id>625</id>
        <project id="1">Soldat</project>
        <reporter id="96">DorkeyDear</reporter>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="10">new</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="48">Graphics</category>
        <date_submitted>1446326844</date_submitted>
        <last_updated>1446326877</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>7</os_build>
        <platform>x64</platform>
        <version>1.6.9</version>
        <view_state id="10">public</view_state>
        <summary>&quot;Alpha/Bravo Team Wins&quot; appears in corner of screen in survival with scoreboard closed</summary>
        <due_date>1</due_date>
        <profile_id>17</profile_id>
        <description>In a survival game, when a team wins a map, the scoreboard shows &quot;Alpha Team Wins&quot; or &quot;Bravo Team Wins&quot; text at the bottom. When the scoreboard is closed, the message moves to the top left corner of the screen with only the bottom part visible. See attached images with the scoreboard open and closed.</description>
        <steps_to_reproduce>Start a survival capture the flag game with capture limit set to 1 without bots. Once the game starts, capture the flag a single time so the round and map ends. When the scoreboard appears, the text &quot;Alpha Team Wins&quot; or &quot;Bravo Team Wins&quot; should appear at the bottom. Close out of the scoreboard (F1 key); the text moves to the top left of the screen with only the bottom part visible.</steps_to_reproduce>
    </issue>
    <issue>
        <id>624</id>
        <project id="1">Soldat</project>
        <reporter id="96">DorkeyDear</reporter>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="10">new</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="48">Graphics</category>
        <date_submitted>1446326660</date_submitted>
        <last_updated>1446326660</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>7</os_build>
        <platform>x64</platform>
        <version>1.6.9</version>
        <view_state id="10">public</view_state>
        <summary>&quot;Alpha/Bravo Team Wins&quot; does not appear in survival in some cases</summary>
        <due_date>1</due_date>
        <profile_id>17</profile_id>
        <description>In a survival game, if a team wins a map because an admin uses /kill &lt;player&gt;, the &quot;Alpha Team Wins&quot; or &quot;Bravo Team Wins&quot; text does not appear in the scoreboard. See attached image.</description>
        <steps_to_reproduce>Start a single player survival game with capture limit set to 1 and bots on both teams. Once the game starts, as admin, use /kill &lt;id&gt; to kill all players on a team. The round and map should end, and the scoreboard should appear. The scoreboard does not contain the text &quot;Alpha Team Wins&quot; or &quot;Bravo Team Wins&quot; at the bottom.</steps_to_reproduce>
    </issue>
    <issue>
        <id>614</id>
        <project id="1">Soldat</project>
        <reporter id="343">homerofgods</reporter>
        <handler id="34">Shoozza</handler>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="4">John</category>
        <date_submitted>1432890608</date_submitted>
        <last_updated>1446057215</last_updated>
        <eta id="10">none</eta>
        <view_state id="10">public</view_state>
        <summary>setup.SIF must be in a custom interface</summary>
        <due_date>1</due_date>
        <description>I was trying to put my custom interface in the custom-interface folder, but when I started soldat it would only show the default interface. I got frustrated and tried to remove parts of my interface, removing one by one in hope to find what image was causing soldat to not show the entire interface. Then I realised I had no setup.SIF&#13;
&#13;
I think soldat should either give a warning message that your interface could not be shown due to missing setup.sif, or simply use the default placement of images whenever setup.sif is missing</description>
        <steps_to_reproduce>1. Make a custom interface without setup.SIF (Uploaded for you)&#13;
2. Start soldat with this custom interface and notice it only show the default interface.</steps_to_reproduce>
    </issue>
    <issue>
        <id>389</id>
        <project id="1">Soldat</project>
        <reporter id="65">dst</reporter>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="30">sometimes</reproducibility>
        <status id="40">confirmed</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="8">Multiplayer</category>
        <date_submitted>1376506665</date_submitted>
        <last_updated>1446055359</last_updated>
        <eta id="10">none</eta>
        <view_state id="10">public</view_state>
        <summary>Occasionally can't pick up weapons on the ground online</summary>
        <due_date>1</due_date>
        <description>Often when I'm empty handed and try to pick up a knife for example, I jump on it but I can't pick it up. Sometimes rolling/running around helps but not every time.</description>
    </issue>
    <issue>
        <id>476</id>
        <project id="1">Soldat</project>
        <reporter id="568">Szaman</reporter>
        <handler id="34">Shoozza</handler>
        <priority id="20">low</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="80">resolved</status>
        <resolution id="90">won't fix</resolution>
        <projection id="10">none</projection>
        <category id="9">Other</category>
        <date_submitted>1386615481</date_submitted>
        <last_updated>1446051957</last_updated>
        <eta id="10">none</eta>
        <os>Debian</os>
        <platform>64 bit</platform>
        <version>1.6.6</version>
        <view_state id="10">public</view_state>
        <summary>Maps loading problem</summary>
        <due_date>1</due_date>
        <description>On linux hosted server there is a bug connected with maps loading.&#13;
If the map has extension in upper case (PMS) instead of &quot;pms&quot; the loading attempt from the &quot;mapslist&quot; file fail. There is a need to change all of the &quot;PMS&quot; extensions to &quot;pms&quot;. &#13;
&#13;
You could check also files with &quot;PMS&quot; extension.</description>
        <steps_to_reproduce>Install map that has PMS extension instead of pms.&#13;
Add it to mapslist.txt&#13;
Wait for the server to load it - it will fail (map not found).</steps_to_reproduce>
    </issue>
    <issue>
        <id>151</id>
        <project id="1">Soldat</project>
        <reporter id="550">TheOne</reporter>
        <priority id="30">normal</priority>
        <severity id="60">major</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="20">feedback</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="48">Graphics</category>
        <date_submitted>1327173896</date_submitted>
        <last_updated>1446051350</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>XP SP2</os_build>
        <platform>x86</platform>
        <version>1.6.2</version>
        <view_state id="10">public</view_state>
        <summary>Soldat not minimizing</summary>
        <due_date>1</due_date>
        <profile_id>20</profile_id>
        <description>In a lot of cases, when trying to minimize soldat, (F9, Alt+Tab, Win+D) the game stays open still - without being able to control anything. Soldat stays in front of everything, even Task Manager. Sometimes it minimizes after a couple of seconds, sometimes I am forced to kill the process - twice the whole pc froze.</description>
        <steps_to_reproduce>Probably this isn't reproducable on most computers, as I haven't heard anyone complain about it yet. Might be connected to this bug: http://bugs.soldat.pl/view.php?id=77</steps_to_reproduce>
        <additional_information>Very annoying, so important - though I'm not sure if I'm the only one.&#13;
Never happened before 1.6.</additional_information>
    </issue>
    <issue>
        <id>215</id>
        <project id="1">Soldat</project>
        <reporter id="395">Fryer</reporter>
        <handler id="59">PerroAZUL</handler>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="3">Gameplay</category>
        <date_submitted>1337651603</date_submitted>
        <last_updated>1445636593</last_updated>
        <eta id="10">none</eta>
        <version>1.6.3</version>
        <fixed_in_version>1.6.9</fixed_in_version>
        <view_state id="10">public</view_state>
        <summary>Alt+Key (taunt) runs the action assigned to Key</summary>
        <due_date>1</due_date>
        <description>Using a taunt with a key assigned to any action will sometimes cause that action to be run. The preffered resolution is not running the action at all if the key was pushed down while holding Alt.</description>
        <steps_to_reproduce>1: Bind a taunt to Alt+&lt;Key&gt; and any action (reload, drop weapon, etc.) to &lt;Key&gt;.&#13;
2: When in game, hold Alt -&gt; hold &lt;Key&gt; -&gt; release Alt -&gt; release &lt;Key&gt;.&#13;
3: The action assigned to &lt;Key&gt; will be run when Alt is released.</steps_to_reproduce>
        <additional_information>The action assigned to &lt;Key&gt; will not be run if &lt;Key&gt; is released before Alt.</additional_information>
    </issue>
    <issue>
        <id>542</id>
        <project id="1">Soldat</project>
        <reporter id="350">Nawl</reporter>
        <handler id="34">Shoozza</handler>
        <priority id="50">urgent</priority>
        <severity id="60">major</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="3">Gameplay</category>
        <date_submitted>1395071164</date_submitted>
        <last_updated>1445621224</last_updated>
        <eta id="10">none</eta>
        <version>1.6.9b1</version>
        <view_state id="10">public</view_state>
        <summary>Invisible shield</summary>
        <due_date>1</due_date>
        <description>You can't throw knives through a dead body, more specifically through a place where someone died. So if someone died in the air and his body fell to the ground you can throw knives through his dead body but not through the place where he died (its like an invisible shield).&#13;
This bug ruins Dodgeball mode and probably other modes where survival is on and dead ppl are everywhere ;x &#13;
This is important for me and for all dodgeball ppl so i even made i vid where you can see the bug.&#13;
here you go:&#13;
http://www.youtube.com/watch?v=nP1eQqLHxjk</description>
    </issue>
    <issue>
        <id>623</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="136">deguix</reporter>
        <handler id="34">Shoozza</handler>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="14">Scripting Core</category>
        <date_submitted>1440028319</date_submitted>
        <last_updated>1444227557</last_updated>
        <eta id="10">none</eta>
        <os>Debian GNU/Linux</os>
        <os_build>7.0</os_build>
        <platform>amd64</platform>
        <version>2.7.9b1</version>
        <fixed_in_version>2.7.9</fixed_in_version>
        <view_state id="10">public</view_state>
        <summary>SC2 ForceWeapon still uses old weapon ids</summary>
        <due_date>1</due_date>
        <profile_id>44</profile_id>
        <description>I tried a SC2 script in this beta version, and tried to fix its infinite knives throwing script, but it looks really weird when I have to force a different id than what I'm checking with GetPlayerStat.</description>
        <steps_to_reproduce>Example: Replaces any weapon that is not a knife (right), to a knife (wrong ID):&#13;
&#13;
Function OnPlayerCommand(ID: Byte; Text: string): boolean;&#13;
Begin&#13;
  Case LowerCase(Text) Of&#13;
    '/test': If GetPlayerStat(ID, 'Primary') &lt;&gt; 11 Then ForceWeapon(ID, 14, 255, 0);&#13;
  Result:=false;&#13;
End;&#13;
&#13;
Then type /test as player...</steps_to_reproduce>
    </issue>
    <issue>
        <id>286</id>
        <project id="1">Soldat</project>
        <reporter id="343">homerofgods</reporter>
        <handler id="34">Shoozza</handler>
        <priority id="30">normal</priority>
        <severity id="60">major</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="9">Other</category>
        <date_submitted>1356464337</date_submitted>
        <last_updated>1442259935</last_updated>
        <eta id="10">none</eta>
        <version>1.6.9b1</version>
        <fixed_in_version>1.6.9</fixed_in_version>
        <view_state id="10">public</view_state>
        <summary>won't respawn in survival</summary>
        <due_date>1</due_date>
        <description>When you play survival and the bot kills himself on the first kill, you won't respawn&#13;
&#13;
&#13;
(Also true for normal players, not only bots)</description>
        <steps_to_reproduce>Choose Airpirates realistic and lure the bot down to his death without killing him.</steps_to_reproduce>
        <additional_information>attatched demo&#13;
&#13;
It happens regardless of kill limit</additional_information>
    </issue>
    <issue>
        <id>608</id>
        <project id="1">Soldat</project>
        <reporter id="628">kicikici</reporter>
        <handler id="34">Shoozza</handler>
        <priority id="60">immediate</priority>
        <severity id="70">crash</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="3">Gameplay</category>
        <date_submitted>1430811824</date_submitted>
        <last_updated>1442254913</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>7 SP1</os_build>
        <platform>x64</platform>
        <version>1.6.9b1</version>
        <fixed_in_version>1.6.9</fixed_in_version>
        <view_state id="10">public</view_state>
        <summary>Unable to download other version of the map</summary>
        <due_date>1</due_date>
        <profile_id>28</profile_id>
        <description>Soldat is crashing when you are trying join server with the other version of the map which you have on your hard drive.</description>
        <steps_to_reproduce>For example:&#13;
1. Invite some players on your server&#13;
2. Modify current map (using PW) and upload it on your server&#13;
3. Type /restart&#13;
4. Players will leave server and their soldat will be freezed (crashed)</steps_to_reproduce>
    </issue>
    <issue>
        <id>619</id>
        <project id="1">Soldat</project>
        <reporter id="343">homerofgods</reporter>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="70">have not tried</reproducibility>
        <status id="40">confirmed</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="9">Other</category>
        <date_submitted>1435496335</date_submitted>
        <last_updated>1436743057</last_updated>
        <eta id="10">none</eta>
        <view_state id="10">public</view_state>
        <summary>OnWeaponChange called twice</summary>
        <due_date>1</due_date>
        <description>I quote deguix:&#13;
&#13;
- TActivePlayer.ForceWeapon on TActivePlayer.OnAfterRespawn is working while in 1.6.8 it isn't - at least when all weapons in soldat.ini are disabled. There are still bad things though:&#13;
&#13;
Bug: Player chooses a secondary that is not &quot;No weapon&quot; in game options. Then when the player joins a game with that weapon disabled in soldat.ini, server still forces that secondary weapon, then it forces it to WTYPE_NOWEAPON (2 OnWeaponChange are called). It should force weapons directly to WTYPE_NOWEAPON (with only 1 call to OnWeaponChange), like what happens when the secondary chosen in menu is &quot;No weapon&quot;.</description>
        <additional_information>http://forums.soldat.pl/index.php?topic=43954.msg524107#msg524107</additional_information>
    </issue>
    <issue>
        <id>605</id>
        <project id="1">Soldat</project>
        <reporter id="631">Viral</reporter>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="30">sometimes</reproducibility>
        <status id="40">confirmed</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="3">Gameplay</category>
        <date_submitted>1425240602</date_submitted>
        <last_updated>1436619813</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>7 SP1</os_build>
        <platform>x64</platform>
        <version>1.6.8</version>
        <view_state id="10">public</view_state>
        <summary>Polygons block players when they shouldnt</summary>
        <due_date>1</due_date>
        <profile_id>28</profile_id>
        <description>Flagger polygons block normal players.</description>
        <steps_to_reproduce>OVERLAP few layers (~3?) of flagger polygons&#13;
Jump on it as a normal player&#13;
Collision &#13;
&#13;
If it doesn't work, try adding Flag colliders and try again - this would recreate the circumstances under which this bug occured for me in 100%.</steps_to_reproduce>
    </issue>
    <issue>
        <id>621</id>
        <project id="1">Soldat</project>
        <reporter id="343">homerofgods</reporter>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="10">new</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="3">Gameplay</category>
        <date_submitted>1435695959</date_submitted>
        <last_updated>1435695959</last_updated>
        <eta id="10">none</eta>
        <version>1.6.8</version>
        <view_state id="10">public</view_state>
        <summary>Can't return flag in realistic</summary>
        <due_date>1</due_date>
        <description>You are not able to return flag after round end in realistic. You should be able to voth cap and return flag. &#13;
&#13;
It was discussed here: http://forums.soldat.pl/index.php?topic=43951.msg524195#msg524195</description>
        <steps_to_reproduce>1. Start a ctf singleplayer realistic game with 1 alpha bot&#13;
2. Join bravo&#13;
3. Kill alpha bot after it has picked up the flag&#13;
4. Try to return flag</steps_to_reproduce>
        <additional_information>You are also not able to pick up a loose flag&#13;
1. Start a ctf singleplayer realistic game with 1 alpha bot&#13;
2. Join bravo&#13;
3. Go get red flag&#13;
3. Kill alpha bot (round ends)&#13;
4. Throw your flag on the ground&#13;
5. Try to pick up the flag</additional_information>
    </issue>
    <issue>
        <id>306</id>
        <project id="1">Soldat</project>
        <reporter id="574">Bistoufly</reporter>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="40">confirmed</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="3">Gameplay</category>
        <date_submitted>1359412786</date_submitted>
        <last_updated>1435572578</last_updated>
        <eta id="10">none</eta>
        <view_state id="10">public</view_state>
        <summary>&quot;Prone Cancel&quot; cancels Nade throw.</summary>
        <due_date>1</due_date>
        <description>If you are in prone and start arming a nade throw. And then turn around to &quot;prone cancel&quot; before finally releasing the nade throw key.&#13;
The nade throw won't accumulate the power it should have. &#13;
Instead it will start building up power only after the prone cancel.</description>
        <steps_to_reproduce>1: be in prone.&#13;
2: hold the nade throw button.&#13;
3: turn around with your cursor to stand up.&#13;
4: release the nade throw button.</steps_to_reproduce>
    </issue>
    <issue>
        <id>620</id>
        <project id="1">Soldat</project>
        <reporter id="343">homerofgods</reporter>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="70">have not tried</reproducibility>
        <status id="10">new</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="9">Other</category>
        <date_submitted>1435496507</date_submitted>
        <last_updated>1435496521</last_updated>
        <eta id="10">none</eta>
        <view_state id="10">public</view_state>
        <summary>Server forces player WTYPE_NOWEAPON</summary>
        <due_date>1</due_date>
        <description>I quote Deguix:&#13;
&#13;
Bug: I manually force weapons &quot;OnAfterRespawn&quot;, then server forces player WTYPE_NOWEAPON for primary and secondary after the procedure, even if there's no menu (when all weapons are disabled in soldat.ini), and those are the default starting weapons.</description>
        <additional_information>http://forums.soldat.pl/index.php?topic=43954.msg524107#msg524107</additional_information>
    </issue>
    <issue>
        <id>565</id>
        <project id="1">Soldat</project>
        <reporter id="629">Control</reporter>
        <priority id="30">normal</priority>
        <severity id="60">major</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="10">new</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="4">John</category>
        <date_submitted>1401192186</date_submitted>
        <last_updated>1432916774</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>7 SP1</os_build>
        <platform>x64</platform>
        <version>1.6.7</version>
        <view_state id="10">public</view_state>
        <summary>Background on interfaces is not always detected</summary>
        <due_date>1</due_date>
        <profile_id>28</profile_id>
        <description>Background on interfaces does not work. If you apply a background to a different interface other than Default, it wont detect it at all unless you pick Default and THEN pick the interface of your choosing.</description>
        <steps_to_reproduce>- Change background on Default &amp; an alternative interface&#13;
- Start Soldat (Set the non-default interface as primary)&#13;
- Go in-game&#13;
- You'll see that the background isn't applied&#13;
- Go back to the main menu and set it to default&#13;
- Go in game&#13;
- Now your background works&#13;
- Go back go the main menu&#13;
- Set the interface to a non-default interface&#13;
- Background works&#13;
&#13;
I streamed the problem &amp; steps: http://www.twitch.tv/control13/b/532640011</steps_to_reproduce>
        <additional_information>I idle in #soldat.devs on IRC @ Quakenet (Nick is Control)</additional_information>
    </issue>
    <issue>
        <id>207</id>
        <project id="1">Soldat</project>
        <reporter id="574">Bistoufly</reporter>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="100">N/A</reproducibility>
        <status id="40">confirmed</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="48">Graphics</category>
        <date_submitted>1337206777</date_submitted>
        <last_updated>1432916752</last_updated>
        <eta id="10">none</eta>
        <view_state id="10">public</view_state>
        <summary>Needs gostek-gfx customization for team 0, 3 and 4</summary>
        <due_date>1</due_date>
        <description>Soldat lacks the possibility to customize the graphic elements of each team through modding.&#13;
&#13;
As it is right now.&#13;
-Files in gostek-gfx applies to team 0, 1 and 3&#13;
-Files in gostek-gfx\team2 applies to team 2 and 4&#13;
&#13;
A simple solution would be to add the possibility to use:&#13;
mods\&quot;mod name&quot;\gostek-gfx\team0\&#13;
mods\&quot;mod name&quot;\gostek-gfx\team3\&#13;
and &#13;
mods\&quot;mod name&quot;\gostek-gfx\team4\&#13;
&#13;
&#13;
</description>
        <additional_information>This would be very valuable for modders. &#13;
&#13;
For example: http://forums.soldat.pl/index.php?topic=36979.0&#13;
&#13;
In this mod, I recolored the shoes of the soldier according to their team.&#13;
Alpha gets red shoes and bravo blue ones.&#13;
&#13;
The problem is that team 0 and charlie gets red shoes too.&#13;
And delta team gets blue ones.&#13;
Also I would like to be able to give gray shoes to team 0&#13;
yellow shoes to charlie and green shoes to delta.&#13;
And that isn't possible currently.</additional_information>
    </issue>
    <issue>
        <id>612</id>
        <project id="1">Soldat</project>
        <reporter id="343">homerofgods</reporter>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="10">new</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="4">John</category>
        <date_submitted>1432283546</date_submitted>
        <last_updated>1432916674</last_updated>
        <eta id="10">none</eta>
        <view_state id="10">public</view_state>
        <summary>Soldat prioritizing interface-gfx over custom-interfaces folder</summary>
        <due_date>1</due_date>
        <description>1. Putting theese .bmp images in custom-interfaces will instead show files from &#13;
interface-gfx:&#13;
&#13;
bot.bmp &#13;
deaddot.bmp&#13;
mute.bmp&#13;
scroll.bmp&#13;
sight.bmp&#13;
smalldot.bmp&#13;
star.bmp&#13;
&#13;
Not able to test:&#13;
prot.bmp&#13;
TSTALK.bmp&#13;
&#13;
2. Putting both .bmp and .png images in custom-interface results in same as above&#13;
&#13;
3. Putting .png files in custom-interfaces results in all images, except from the image files above, not showing at all&#13;
(Inconsistently, flag.bmp from interface-gfx is also showing)</description>
        <steps_to_reproduce>1. Extract vb.zip (attatched) to in 'custom-interfaces' folder&#13;
- vb.zip contains both .bmp and .png images&#13;
2. Choose vb interface in options and start a game&#13;
3. Notice that some images (the ones listed in description) are not replaced, instead they show as images from interface-gfx&#13;
---&#13;
4. Delete .png images from vb and start a new game&#13;
-Now vb contains only .bmp files&#13;
5. Notice the same result&#13;
---&#13;
6. Restore .png images in vb&#13;
7. Delete instead .bmp files from vb&#13;
- Now vb contains only .png images&#13;
8. Start a new game and notice most images are missing, except from a few iages (the ones listed in description)&#13;
(flag.bmp from interface-gfx also shows)</steps_to_reproduce>
    </issue>
    <issue>
        <id>294</id>
        <project id="1">Soldat</project>
        <reporter id="574">Bistoufly</reporter>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="40">confirmed</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="9">Other</category>
        <date_submitted>1356964797</date_submitted>
        <last_updated>1432916638</last_updated>
        <eta id="10">none</eta>
        <view_state id="10">public</view_state>
        <summary>Using a scenery folder in a mod fails to overwrite sceneries ingame</summary>
        <due_date>1</due_date>
        <description>If you use a scenery-gfx folder inside soldat\mods\ModName\&#13;
it will fail to overwrite sceneries in-game.</description>
        <steps_to_reproduce>-Place this mod in your mods folder: http://forums.soldat.pl/index.php?topic=41845.msg505574#msg505574&#13;
-start soldat with the mod enabled.&#13;
-Notice that none of the scenneries gets replaced in-game.</steps_to_reproduce>
    </issue>
    <issue>
        <id>393</id>
        <project id="1">Soldat</project>
        <reporter id="622">toyux</reporter>
        <priority id="20">low</priority>
        <severity id="20">trivial</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="40">confirmed</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="3">Gameplay</category>
        <date_submitted>1376812432</date_submitted>
        <last_updated>1432128352</last_updated>
        <eta id="10">none</eta>
        <version>1.6.5</version>
        <view_state id="10">public</view_state>
        <summary>Repeating Flamer kill sound</summary>
        <due_date>1</due_date>
        <description>In server with bonuses if a Flamer bonus was activated, kills after that activation, even on people that didn't get hit by it, make the Flamer kill sound, the scream that is played when someone dies by a Flamer.</description>
        <additional_information>Played a few rounds in a server with bonuses activated, happens every time, but seems to cancel after a new Flamer is activated or a bonus box is spawned.</additional_information>
    </issue>
    <issue>
        <id>330</id>
        <project id="4">Soldat Maps</project>
        <reporter id="343">homerofgods</reporter>
        <handler id="574">Bistoufly</handler>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="50">assigned</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="21">Polygon bugs</category>
        <date_submitted>1373992492</date_submitted>
        <last_updated>1431973268</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>7</os_build>
        <platform>x64</platform>
        <view_state id="10">public</view_state>
        <summary>missplaced polygons in ctf_B2b</summary>
        <due_date>1</due_date>
        <profile_id>17</profile_id>
        <description>at the tip of red spawn in b2b ther's missing or missplaced polygons. Pic sais it all.&#13;
tested in 1.6.4.r.c.2&#13;
I opened it in polyworks to be sure, there is a crack there.</description>
    </issue>
    <issue>
        <id>461</id>
        <project id="4">Soldat Maps</project>
        <reporter id="182">As de Espada</reporter>
        <handler id="574">Bistoufly</handler>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="50">assigned</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="19">Gameplay</category>
        <date_submitted>1381807506</date_submitted>
        <last_updated>1431973235</last_updated>
        <eta id="10">none</eta>
        <version>1.6.6</version>
        <target_version>1.6.7</target_version>
        <view_state id="10">public</view_state>
        <summary>Tropiccave movement break</summary>
        <due_date>1</due_date>
        <description>it should be more flowy, most of the time it stops the player</description>
        <steps_to_reproduce>go from left to right, screen attached</steps_to_reproduce>
    </issue>
    <issue>
        <id>464</id>
        <project id="4">Soldat Maps</project>
        <reporter id="343">homerofgods</reporter>
        <handler id="574">Bistoufly</handler>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="50">assigned</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="21">Polygon bugs</category>
        <date_submitted>1383059557</date_submitted>
        <last_updated>1431973175</last_updated>
        <eta id="10">none</eta>
        <view_state id="10">public</view_state>
        <summary>ctf_run - A little hole</summary>
        <due_date>1</due_date>
        <description>In the middle of ctf_Run ther are some missplaced polygons.&#13;
Uploaded image*</description>
    </issue>
    <issue>
        <id>429</id>
        <project id="1">Soldat</project>
        <reporter id="552">nosejj</reporter>
        <priority id="40">high</priority>
        <severity id="50">minor</severity>
        <reproducibility id="50">random</reproducibility>
        <status id="30">acknowledged</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="3">Gameplay</category>
        <date_submitted>1379317364</date_submitted>
        <last_updated>1431957316</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>7</os_build>
        <platform>x64</platform>
        <version>1.6.5</version>
        <view_state id="10">public</view_state>
        <summary>After spawn lying weapon pick</summary>
        <due_date>1</due_date>
        <profile_id>17</profile_id>
        <description>Weapons you drop after death may be picked up next spawn, so primary is that weapon, and secondary is a new fully reloaded weapon you chose.&#13;
&#13;
Occurred twice randomly in a network match. </description>
    </issue>
    <issue>
        <id>611</id>
        <project id="1">Soldat</project>
        <reporter id="638">bkt</reporter>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="10">new</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="3">Gameplay</category>
        <date_submitted>1431053675</date_submitted>
        <last_updated>1431957288</last_updated>
        <eta id="10">none</eta>
        <view_state id="10">public</view_state>
        <summary>Bullet actually have dmg halved within a screen range</summary>
        <due_date>1</due_date>
        <description>The DMG reduction feature (added a long time ago) supposed to cut bullet dmg by half over 1 screen range (except for 1-shot weapon).&#13;
&#13;
BUG: &#13;
&#13;
Bullet actually have dmg halved within a screen range; easily reproducible by shooting people (the easiest way is using the dummy bot) at more than about 80-90% of your maximum range (~40-42 metre away), it will take double amount of hit to kill the target despite the fact that you could see the target within your screen.</description>
        <steps_to_reproduce>Start a single player game with Dummy bot and try killing it with any non 1-shot gun from afar and see the results.</steps_to_reproduce>
    </issue>
    <issue>
        <id>581</id>
        <project id="1">Soldat</project>
        <reporter id="302">Mittsu</reporter>
        <priority id="40">high</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="30">acknowledged</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="3">Gameplay</category>
        <date_submitted>1411721156</date_submitted>
        <last_updated>1430949461</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>7 SP1</os_build>
        <platform>x64</platform>
        <version>1.6.7</version>
        <view_state id="10">public</view_state>
        <summary>Startup sounds glitches on demos</summary>
        <due_date>1</due_date>
        <profile_id>28</profile_id>
        <description>There is a glitch with weapon startup sound when viewing demos, which make spotting potential startup hacks impossible. Basically, you don't hear startup sound of your enemy unless he zooms out using barrett. This may cause the demo viewer have an impression that the player has faster startuptime, because he can start shooting before zooming out and during the startuptime zoom out, causing only part of the startup sound to be heard on demo.</description>
        <steps_to_reproduce>1. play a demo with a player shooting barrett without zooming, there's no startuptime sound&#13;
2. play a demo with a player shooting a barrett while zooming, you can hear the startuptime sound.&#13;
3. play a demo with a player strating to make a shot before zooming out and continue the process of shooting into zooming out, you can hear only part of the startuptime sound.</steps_to_reproduce>
        <additional_information>it is best to check this bug with a sound mod (attached). Regular startup time with barrett in this mod gives 4 &quot;beeps&quot; before shooting. On the attached demo you can see Kaimelar making shoots quicker than 4 beeps, it's because he started to zoom out during startup time, making it play only part of the sound.</additional_information>
    </issue>
    <issue>
        <id>458</id>
        <project id="1">Soldat</project>
        <reporter id="343">homerofgods</reporter>
        <handler id="3">skoskav</handler>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="40">confirmed</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="9">Other</category>
        <date_submitted>1381675541</date_submitted>
        <last_updated>1430949453</last_updated>
        <eta id="10">none</eta>
        <view_state id="10">public</view_state>
        <summary>Roll out of prone - Animation fail in demos</summary>
        <due_date>1</due_date>
        <description>This is how it looks in demos. Uploaded picture</description>
    </issue>
    <issue>
        <id>575</id>
        <project id="1">Soldat</project>
        <reporter id="343">homerofgods</reporter>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="30">sometimes</reproducibility>
        <status id="40">confirmed</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="9">Other</category>
        <date_submitted>1404406639</date_submitted>
        <last_updated>1430949440</last_updated>
        <eta id="10">none</eta>
        <version>1.6.7</version>
        <view_state id="10">public</view_state>
        <summary>Backflip animation sometimes fails in demos</summary>
        <due_date>1</due_date>
        <description>The backflip animation isn't showing sometimes when you playback a demo, even though it was showing when you did it ingame. There must be something in the netcode that makes it randomly skip some animations.&#13;
&#13;
Happens alot in climbing because they obiously do alot of backflips&#13;
&#13;
This video is an example https://www.youtube.com/watch?v=kqyXEwVda8o&amp;feature=youtu.be</description>
        <steps_to_reproduce>Record a demo where you do alot of backflips, watch the demo. It will probbably skip some of the animations, not sure if high ping makes it worse or not.</steps_to_reproduce>
    </issue>
    <issue>
        <id>295</id>
        <project id="1">Soldat</project>
        <reporter id="574">Bistoufly</reporter>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="40">confirmed</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="9">Other</category>
        <date_submitted>1356971589</date_submitted>
        <last_updated>1430949434</last_updated>
        <eta id="10">none</eta>
        <view_state id="10">public</view_state>
        <summary>First seconds of demos get skipped</summary>
        <due_date>1</due_date>
        <description>If you play a demo immediately after watching one,&#13;
the first few seconds will be skipped.&#13;
( Unless you wait a few seconds in the menu before starting the demo. )</description>
        <steps_to_reproduce>1) Play a demo.&#13;
2) quit the demo and go back to the join game menu.&#13;
3) Play the demo again immediately.&#13;
=&gt; The first few seconds of the demo are skipped.</steps_to_reproduce>
    </issue>
    <issue>
        <id>609</id>
        <project id="1">Soldat</project>
        <reporter id="343">homerofgods</reporter>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="10">new</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="9">Other</category>
        <date_submitted>1430914749</date_submitted>
        <last_updated>1430914886</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>7</os_build>
        <platform>x64</platform>
        <version>1.6.8</version>
        <view_state id="10">public</view_state>
        <summary>Cursor to mid-screen on game start</summary>
        <due_date>1</due_date>
        <profile_id>17</profile_id>
        <description>The mouse cursor goes the the middle of the screen when you join a game(multipolayer) or start a game (singleplayer).&#13;
&#13;
Expected behavior: The mouse should remain in the same position as it was in the menu. If you press the big green 'start game' button on the left side of your screen, the cursor should still be on the left side when you enter the game.&#13;
&#13;
I don't know if this centralizing is good for something but I find it annoying.</description>
        <steps_to_reproduce>1. Start a game&#13;
2. Notice the mouse cursor goes to middle</steps_to_reproduce>
    </issue>
    <issue>
        <id>345</id>
        <project id="1">Soldat</project>
        <reporter id="347">Mr</reporter>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="40">confirmed</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="9">Other</category>
        <date_submitted>1374848031</date_submitted>
        <last_updated>1430914881</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>7 SP1</os_build>
        <platform>x64</platform>
        <version>1.6.4</version>
        <view_state id="10">public</view_state>
        <summary>Left mouse button blocked after tabbing out of Soldat</summary>
        <due_date>1</due_date>
        <profile_id>28</profile_id>
        <description>After tabbing out of Soldat, the left mouse button does not work. After right-clicking once, the left mouse button starts working again. The right-click is not registered by the application one clicked at (no context menu opens).</description>
    </issue>
    <issue>
        <id>289</id>
        <project id="1">Soldat</project>
        <reporter id="343">homerofgods</reporter>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="40">confirmed</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="9">Other</category>
        <date_submitted>1356715294</date_submitted>
        <last_updated>1430914874</last_updated>
        <eta id="10">none</eta>
        <version>1.6.3</version>
        <view_state id="10">public</view_state>
        <summary>F9/alt+tab/winkey - Mouse will lock when reopen</summary>
        <due_date>1</due_date>
        <description>When you use F9/alt+tab/winkey to get to desktop and re-open soldat.. Your mouse cursor will lock itself at the center of the screen, and you have to click a mousebutton to release it. The problem is that you want to press left mouse button, but if you do, and have M79 picked, you will kill yourself.</description>
        <steps_to_reproduce>Use F9/alt+tab/winkey to get to desktop and re-open soldat</steps_to_reproduce>
    </issue>
    <issue>
        <id>196</id>
        <project id="1">Soldat</project>
        <reporter id="550">TheOne</reporter>
        <priority id="30">normal</priority>
        <severity id="60">major</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="40">confirmed</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="48">Graphics</category>
        <date_submitted>1336687825</date_submitted>
        <last_updated>1430914867</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>XP SP3 </os_build>
        <platform>x86</platform>
        <version>1.6.3</version>
        <view_state id="10">public</view_state>
        <summary>Inconsistent and bugged window switching (Alt+Tab and F9)</summary>
        <due_date>1</due_date>
        <profile_id>13</profile_id>
        <description>Tested under 1.6.3rc2 on the 8th of may.&#13;
With the fullscreen setting, Alt+Tab works well (minimizes soldat to the tray), but F9 only sets the focus to an other window, soldat stays opened and in front (clicking on the screen will not fix it again, invisible task manager needed to kill the process).&#13;
No fullscreen setting, but 100% resize: F9 works well (minimizes soldat to the tray), but Alt+Tab does not switch to an other window - soldat stays opened, loses the focus, and the area of the windows-switch-window-window is blurred in grey. Clicking on the screen will fix it again. (This applies, too, to other re-sizes)&#13;
No fullscreen setting, but 0% resize: Alt+Tab works (soldat stays opened in the background), F9 works (minimizes to tray). Should be like this.&#13;
&#13;
For comparsion, how it happened in 1.6.2:&#13;
Fullscreen setting works well for both ways (both minimize soldat to the tray).&#13;
No fullscreen setting and 100% resize: works well, F9 minimizes soldat to the tray, Alt+Tab minimizes it to the task bar.&#13;
No fullscreen setting and 0% resize: F9 minimizes soldat to the tray, with Alt+Tab soldat stays opened in the background.&#13;
&#13;
Summarizing.. 0% works the same as before, on 100% Alt+Tab doesn't work, in Fullscreen F9 doesn't work.&#13;
Tested ingame, resolution 1280x1024, online.&#13;
Consistency, that Alt+Tab either always minimizes it to the tray, or always to the normal windows taskbar, would be nice - but no urgent request for this version.</description>
    </issue>
    <issue>
        <id>24</id>
        <project id="1">Soldat</project>
        <reporter id="62">minus</reporter>
        <priority id="40">high</priority>
        <severity id="60">major</severity>
        <reproducibility id="50">random</reproducibility>
        <status id="20">feedback</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="4">John</category>
        <date_submitted>1316096879</date_submitted>
        <last_updated>1430914844</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>7</os_build>
        <platform>x64</platform>
        <version>1.6.0</version>
        <view_state id="10">public</view_state>
        <summary>Chat input locks up</summary>
        <due_date>1</due_date>
        <profile_id>17</profile_id>
        <description>Sometimes the chat input locks up, Alt-F4 doesn't evn work anymore. This bug has been in previous versions aswell.&#13;
When it happened on 1.6 it also beeped in a 1 second interval (windows info message/popup sound)</description>
    </issue>
    <issue>
        <id>120</id>
        <project id="1">Soldat</project>
        <reporter id="433">Mercury</reporter>
        <priority id="60">immediate</priority>
        <severity id="60">major</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="20">feedback</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="3">Gameplay</category>
        <date_submitted>1319383798</date_submitted>
        <last_updated>1430914831</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>7</os_build>
        <platform>x64</platform>
        <version>1.6.2</version>
        <view_state id="10">public</view_state>
        <summary>Mouse locks up when entering game/server.</summary>
        <due_date>1</due_date>
        <profile_id>17</profile_id>
        <description>When entering game, mouse locks up and can't move mouse. I have to alt+tab hundred times or smash keyboard to make mouse work again in soldat.</description>
    </issue>
    <issue>
        <id>199</id>
        <project id="1">Soldat</project>
        <reporter id="184">STM1993</reporter>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="40">confirmed</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="9">Other</category>
        <date_submitted>1336803485</date_submitted>
        <last_updated>1430914825</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>XP SP2</os_build>
        <platform>x86</platform>
        <version>1.6.3</version>
        <view_state id="10">public</view_state>
        <summary>Alt Tabbing Bug?</summary>
        <due_date>1</due_date>
        <profile_id>20</profile_id>
        <description>Alt Tab out of Soldat(windowed mode) to another window. It successfully switches to the other window, but Soldat still continues to block my screen as though I didn't Alt Tab out of it. This didn't happen to me in previous versions.&#13;
&#13;
Here's a picture that better describes how Soldat blocks my screen:&#13;
http://i48.tinypic.com/358yw79.png</description>
        <additional_information>SF Topic:&#13;
http://forums.soldat.pl/index.php?topic=41875.0</additional_information>
    </issue>
    <issue>
        <id>531</id>
        <project id="4">Soldat Maps</project>
        <reporter id="343">homerofgods</reporter>
        <handler id="574">Bistoufly</handler>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="50">assigned</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="21">Polygon bugs</category>
        <date_submitted>1392814380</date_submitted>
        <last_updated>1430907348</last_updated>
        <eta id="10">none</eta>
        <view_state id="10">public</view_state>
        <summary>ctf_Ash Nade bug</summary>
        <due_date>1</due_date>
        <description>There's a place where you can throw your nades through the roof, added image to show where.&#13;
I managed to do it on both sides.&#13;
The bug is nothing new I guess since I can reproduce in both 1.6.6 and 1.6.7 beta</description>
        <additional_information>Soldat forum report: http://forums.soldat.pl/index.php?topic=43272.msg517706#msg517706</additional_information>
    </issue>
    <issue>
        <id>439</id>
        <project id="1">Soldat</project>
        <reporter id="343">homerofgods</reporter>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="30">acknowledged</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="9">Other</category>
        <date_submitted>1379628313</date_submitted>
        <last_updated>1430599959</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>7</os_build>
        <platform>x64</platform>
        <version>1.6.5</version>
        <view_state id="10">public</view_state>
        <summary>Missing translations</summary>
        <due_date>1</due_date>
        <profile_id>17</profile_id>
        <description>1. Lines that need to be translated and get a new line in the translation file:&#13;
&#13;
Everyone is muted&#13;
Everyone is unmuted&#13;
Custom&#13;
Default&#13;
Local server&#13;
Made in Poland by  &lt;-- 'Poland' does not need translation&#13;
Could not load map&#13;
Unknown server error&#13;
Vote Kicked&#13;
&#13;
Soldat Starter&#13;
RUN SOLDAT&#13;
RUN SOLDAT MODDED&#13;
no mods avalable&#13;
CONFIG&#13;
EXIT&#13;
run dedicated&#13;
close after launch&#13;
&#13;
From #148:&#13;
%s dropped the Objective&#13;
Objective dropped!&#13;
&#13;
From #517:&#13;
Amount of points until next map&#13;
Amount of caps until next map&#13;
&#13;
From #515:&#13;
Game mode:&#13;
&#13;
2. Lines that are translated and have a line in the translation file, but is not showing in the game:&#13;
&#13;
Old demo version&#13;
From #290:&#13;
Player:&#13;
&#13;
3. Lines that don't need translation because it exists elsewhere, but needs to get another line in the translation file:&#13;
&#13;
Troubleshooting:</description>
    </issue>
    <issue>
        <id>290</id>
        <project id="1">Soldat</project>
        <reporter id="343">homerofgods</reporter>
        <handler id="3">skoskav</handler>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="70">have not tried</reproducibility>
        <status id="40">confirmed</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="9">Other</category>
        <date_submitted>1356721657</date_submitted>
        <last_updated>1430595458</last_updated>
        <eta id="10">none</eta>
        <version>1.6.3</version>
        <view_state id="10">public</view_state>
        <summary>Line 64 (Player:) not showing ingame</summary>
        <due_date>1</due_date>
        <description>Translation line number 64 should appear in F1-menu, but it doesn't.&#13;
&#13;
Attatched picture to show where it should say Player:</description>
    </issue>
    <issue>
        <id>488</id>
        <project id="1">Soldat</project>
        <reporter id="568">Szaman</reporter>
        <handler id="570">ExHunter</handler>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="3">Gameplay</category>
        <date_submitted>1387749759</date_submitted>
        <last_updated>1429568207</last_updated>
        <eta id="10">none</eta>
        <version>1.6.6</version>
        <view_state id="10">public</view_state>
        <summary>Disconnecting player on map change (when changed the team)</summary>
        <due_date>1</due_date>
        <description>Hi,&#13;
&#13;
On some of my servers there is a simple script for changing the team (!j and !s). &#13;
&#13;
OnPlayerSpeak fragment:&#13;
&#13;
  if (Text = '!j') or (Text = '!join') then&#13;
  begin&#13;
       if (GetPlayerStat(ID, 'team') = 5) then&#13;
       begin&#13;
            countPlayingPlayers(); // counts currently playing human players&#13;
            if (PlayingPlayers &gt;= 2) then &#13;
            begin&#13;
              //Command('/setteam5 ' + IntToStr(id));&#13;
              WriteConsole(ID, 'Sorry, it''s 1 vs 1 server. You can''t join now.', $FF0000);&#13;
            end else&#13;
            begin&#13;
              Command('/setteam0 ' + IntToStr(ID));&#13;
              WriteConsole(ID, 'PLAY AND WIN ! gl&amp;hf!', $00FF00);&#13;
            end;&#13;
       end else&#13;
       WriteConsole(ID, 'You are not spectator now...', $FFFF00);&#13;
  end;&#13;
  &#13;
  if (Text = '!s') or (Text = '!spect') then&#13;
  if (GetPlayerStat(ID, 'team') &lt;&gt; 5) then&#13;
  begin&#13;
      Command('/setteam5 ' + IntToStr(ID));&#13;
  end else WriteConsole(ID, 'You are spectator already...', $FFFF00);&#13;
&#13;
This script work normal during the gameplay. &#13;
&#13;
But when the match has ended (time limit or point limit reached) and the score board is shown and you want to go to spectators (!s) it works also good (you are changing team), but in a few seconds (3-15) you are being disconnected by the server. This is probably caused by &quot;map bug&quot; (the map is not reloading to new one after using !s on &quot;score board view&quot;). So the game play is now on the new map (players are normally playing) but you still see the old map - and the server disconnects you. After reconnection everything is ok.&#13;
&#13;
If you want more details, please contact me at soldat.rg@gmail.com&#13;
&#13;
Best regards,&#13;
Szaman.</description>
    </issue>
    <issue>
        <id>602</id>
        <project id="1">Soldat</project>
        <reporter id="217">LoneR</reporter>
        <priority id="20">low</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="10">new</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="3">Gameplay</category>
        <date_submitted>1416073337</date_submitted>
        <last_updated>1429391314</last_updated>
        <eta id="10">none</eta>
        <version>1.6.8</version>
        <view_state id="10">public</view_state>
        <summary>Bots will attempt to shoot you through Team Bullets Collide polygons.</summary>
        <due_date>1</due_date>
        <description>Bots won't try to shoot their target if a Bullets Collide polygon is in their line of fire. This is correct behaviour.&#13;
&#13;
Bots will keep trying to shoot their target if Team Bullets Collide polygons though, which is not correct behavior. </description>
        <steps_to_reproduce>1. Download test range map from here: http://forums.soldat.pl/index.php?topic=43762&#13;
&#13;
2. Start TEST-RANGE map in TeamMatch mode with some bots (or add a bot via &quot;/addbot# &lt;name&gt;&quot; command later).&#13;
&#13;
3. Join a team, and go to another team's floor.&#13;
&#13;
4. Watch the bot unsuccessfuly try to kill you.</steps_to_reproduce>
    </issue>
    <issue>
        <id>177</id>
        <project id="1">Soldat</project>
        <reporter id="343">homerofgods</reporter>
        <priority id="20">low</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="40">confirmed</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="3">Gameplay</category>
        <date_submitted>1333406088</date_submitted>
        <last_updated>1429391314</last_updated>
        <eta id="10">none</eta>
        <view_state id="10">public</view_state>
        <summary>Bots carrying flag doesn't shoot</summary>
        <due_date>1</due_date>
        <description>As soon as a bot picks up a flag they stop shooting.&#13;
They only shoot on the enemy flag carrier if he is nearby, noone else.&#13;
&#13;
Could it be that bots are set to kill efc when they get flag instead of set to kill as normal?</description>
        <additional_information>I don't think it matters what difficulty level or intelligence you set on bots.&#13;
(I tried a few)&#13;
&#13;
Also don't matter how many bots in server, or if you are in singleplayer or multiplayer.</additional_information>
    </issue>
    <issue>
        <id>600</id>
        <project id="1">Soldat</project>
        <reporter id="217">LoneR</reporter>
        <priority id="20">low</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="40">confirmed</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="4">John</category>
        <date_submitted>1415986832</date_submitted>
        <last_updated>1429391251</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>8.1</os_build>
        <platform>x64</platform>
        <version>1.6.8</version>
        <view_state id="10">public</view_state>
        <summary>In single-player, going into &quot;Change Team&quot; menu un-pauses the game.</summary>
        <due_date>1</due_date>
        <profile_id>46</profile_id>
        <description>In single-player, the game pauses when you open Esc-menu. The game remains paused when you go into &quot;Change Map&quot; or &quot;Kick Player&quot; menu, however when you go inside &quot;Change Team&quot; menu - the game resumes in the background.</description>
        <steps_to_reproduce>Go into &quot;Start Game&quot; tab and start a single-player game (map, mode or number of bots doesn't matter). Press Esc, and go into &quot;Change Team&quot; submenu. Take note of the game's behavior in the background while you navigate through menus.</steps_to_reproduce>
    </issue>
    <issue>
        <id>594</id>
        <project id="1">Soldat</project>
        <reporter id="217">LoneR</reporter>
        <priority id="30">normal</priority>
        <severity id="40">tweak</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="40">confirmed</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="3">Gameplay</category>
        <date_submitted>1414704042</date_submitted>
        <last_updated>1429390494</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>8.1</os_build>
        <platform>x64</platform>
        <version>1.6.8</version>
        <view_state id="10">public</view_state>
        <summary>multiple Vests and Cluster Grenades can be picked up even when player already has them</summary>
        <due_date>1</due_date>
        <profile_id>46</profile_id>
        <description>You cannot pick up another Berserker, Predator or Flame God when you already have one active. &#13;
You cannot pick up more grenades when you're already full on grenades. &#13;
You cannot pick up more medkits when you're already full on health, and there's also a short cooldown before you can pick another one. &#13;
&#13;
None of the above applies to Cluster Grenade or Bullet-Proof Vest kits - you can instantly pick as many of them as you want and there's no cooldown.</description>
        <steps_to_reproduce>Set bonus spawn frequency to highest possible, and use my test map to for easy access to all of the pickups (see attachments).</steps_to_reproduce>
    </issue>
    <issue>
        <id>593</id>
        <project id="1">Soldat</project>
        <reporter id="217">LoneR</reporter>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="10">new</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="3">Gameplay</category>
        <date_submitted>1414362668</date_submitted>
        <last_updated>1429390421</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>8.1</os_build>
        <platform>x64</platform>
        <version>1.6.8</version>
        <view_state id="10">public</view_state>
        <summary>Stationary Turret's interactive zone is asymmetrical</summary>
        <due_date>1</due_date>
        <profile_id>46</profile_id>
        <description>Stationary turret can be used from further away when approaching from the left; You have to be much closer to the turret in order to use it when coming from the right.&#13;
</description>
        <steps_to_reproduce>Try using stationary turret from the left side and the right side. Notice when turret becomes active when trying from each side.</steps_to_reproduce>
        <additional_information>I've attached a screenshot showing the maximum distance at which you can use the turret from each side. I've changed the turret's base into 1-pixel-thin pink line for better visibility.</additional_information>
    </issue>
    <issue>
        <id>252</id>
        <project id="1">Soldat</project>
        <reporter id="550">TheOne</reporter>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="30">acknowledged</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="3">Gameplay</category>
        <date_submitted>1348210801</date_submitted>
        <last_updated>1429390421</last_updated>
        <eta id="10">none</eta>
        <version>1.6.3</version>
        <view_state id="10">public</view_state>
        <summary>Statgun bullet *splash* killing</summary>
        <due_date>1</due_date>
        <description>The bullets of a stationary gun fade in a smaller type of smokelike explosion after some time. If you happen to be near this point, you will probably be pushed into a polygon and die instantly.</description>
    </issue>
    <issue>
        <id>228</id>
        <project id="1">Soldat</project>
        <reporter id="550">TheOne</reporter>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="40">confirmed</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="3">Gameplay</category>
        <date_submitted>1339243673</date_submitted>
        <last_updated>1429390408</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>XP SP3 </os_build>
        <platform>x86</platform>
        <version>1.6.3</version>
        <view_state id="10">public</view_state>
        <summary>Statgun's heating stored playerwise</summary>
        <due_date>1</due_date>
        <profile_id>13</profile_id>
        <description>As the title states, you can shoot a stationary gun until it gets too heated up, then walk to a second stationary gun near you and it copies the heat from the first. It'd be nice to have it sticking to one SG.</description>
    </issue>
    <issue>
        <id>568</id>
        <project id="1">Soldat</project>
        <reporter id="635">SethGecko</reporter>
        <priority id="20">low</priority>
        <severity id="30">text</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="10">new</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="4">John</category>
        <date_submitted>1401475628</date_submitted>
        <last_updated>1429389028</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>7 SP1</os_build>
        <platform>x64</platform>
        <version>1.6.7</version>
        <view_state id="10">public</view_state>
        <summary>Increased font size causes overlapping</summary>
        <due_date>1</due_date>
        <profile_id>28</profile_id>
        <description>If FontConsoleSize is set big enough, it causes the chat log to overlap with (the currently written) user input. &#13;
Especially annyoing if the font size is increased while scale_interface is set to 0.</description>
        <additional_information>Example uploaded. Feel free to search for the user input line... ;)</additional_information>
    </issue>
    <issue>
        <id>364</id>
        <project id="1">Soldat</project>
        <reporter id="65">dst</reporter>
        <handler id="3">skoskav</handler>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="50">assigned</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="4">John</category>
        <date_submitted>1375309864</date_submitted>
        <last_updated>1429389028</last_updated>
        <eta id="10">none</eta>
        <view_state id="10">public</view_state>
        <summary>FontBigSize= in Soldat\txt\font.ini isn't working properly</summary>
        <due_date>1</due_date>
        <description>See the attachment.</description>
    </issue>
    <issue>
        <id>566</id>
        <project id="1">Soldat</project>
        <reporter id="629">Control</reporter>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="10">new</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="4">John</category>
        <date_submitted>1401192575</date_submitted>
        <last_updated>1429388894</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>7 SP1</os_build>
        <platform>x64</platform>
        <version>1.6.7</version>
        <view_state id="10">public</view_state>
        <summary>Barret &amp; Law shouldn't have the same delay sound</summary>
        <due_date>1</due_date>
        <profile_id>28</profile_id>
        <description>Both share the same law-start.wav file in SFX folder. Instead, Barret should have its own barret-start.wav and law its own law-start.wav</description>
        <steps_to_reproduce>---</steps_to_reproduce>
        <additional_information>--</additional_information>
    </issue>
    <issue>
        <id>564</id>
        <project id="1">Soldat</project>
        <reporter id="302">Mittsu</reporter>
        <priority id="30">normal</priority>
        <severity id="70">crash</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="40">confirmed</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="11">Singleplayer</category>
        <date_submitted>1400338956</date_submitted>
        <last_updated>1429388297</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>7 SP1</os_build>
        <platform>x64</platform>
        <version>1.6.7</version>
        <view_state id="10">public</view_state>
        <summary>Access violations in 16vs16 Singleplayer</summary>
        <due_date>1</due_date>
        <profile_id>28</profile_id>
        <description>When choosing 31 bots (15 in one team, 16 in another) in CTF/HTF/TDM, you can get endless access violations (noticed 3 types, appearing randomly) while choosing team ingame</description>
        <steps_to_reproduce>select CTF&#13;
Select 15 bots for alpha and 16 for bravo&#13;
join game&#13;
click &quot;Alpha&quot;&#13;
you access violations</steps_to_reproduce>
        <additional_information>http://imgur.com/HXeEBHb&#13;
&#13;
http://imgur.com/PHLSwQp&#13;
&#13;
http://imgur.com/ZjNkXsT&#13;
&#13;
http://imgur.com/DRd8bsW</additional_information>
    </issue>
    <issue>
        <id>563</id>
        <project id="1">Soldat</project>
        <reporter id="343">homerofgods</reporter>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="40">confirmed</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="48">Graphics</category>
        <date_submitted>1399998520</date_submitted>
        <last_updated>1429386679</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>7 SP1</os_build>
        <platform>x64</platform>
        <version>1.6.7</version>
        <view_state id="10">public</view_state>
        <summary>Gamma doesn't work</summary>
        <due_date>1</due_date>
        <profile_id>28</profile_id>
        <description>Changing gamma in options tab in soldat menu doesn't have any effect</description>
    </issue>
    <issue>
        <id>560</id>
        <project id="1">Soldat</project>
        <reporter id="343">homerofgods</reporter>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="50">random</reproducibility>
        <status id="40">confirmed</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="3">Gameplay</category>
        <date_submitted>1399322859</date_submitted>
        <last_updated>1429383628</last_updated>
        <eta id="10">none</eta>
        <version>1.6.7</version>
        <view_state id="10">public</view_state>
        <summary>The ''Fake med'' bug!</summary>
        <due_date>1</due_date>
        <description>Finally the fake med bug was cought in a demo, happend in 1.6.7 this time.&#13;
&#13;
Highly related to #184 but wanted to seperate the two situations where you can see a med but can't pick it up, and the 184 where you don't see the med but can pick it up.&#13;
&#13;
*The (fakenedpos) picture show the position of the med&#13;
&#13;
*The (fakenedpos2) picture show that there is a flamer spawn in the position where the med spawned. It is normal for meds to spawn on flamer positions as explained in #404&#13;
&#13;
I was playing in a laggy server, the players had good ping but the server had lagspikes. It was a DM match played in the ctf map ctf_Nuubuia&#13;
&#13;
*The demo (2014-05-05_21-19-06_ctf_Nuubia) explains it all</description>
    </issue>
    <issue>
        <id>200</id>
        <project id="1">Soldat</project>
        <reporter id="550">TheOne</reporter>
        <priority id="40">high</priority>
        <severity id="60">major</severity>
        <reproducibility id="50">random</reproducibility>
        <status id="40">confirmed</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="8">Multiplayer</category>
        <date_submitted>1336829295</date_submitted>
        <last_updated>1429383628</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>XP SP3 </os_build>
        <platform>x86</platform>
        <version>1.6.3</version>
        <view_state id="10">public</view_state>
        <summary>Packetloss of important informations</summary>
        <due_date>1</due_date>
        <profile_id>13</profile_id>
        <description>This is one of the major problems in this game, isn't it?&#13;
Which packets are causing the biggest problems when lost?&#13;
- Map changes (causes &quot;wrong map version&quot;)&#13;
- Player joining/leaving (causes &quot;invisible players&quot;)&#13;
- Player changing team (causes &quot;colorbug&quot;)&#13;
- Pauses/Unpauses (Players are being able to MOVE, SCORE etc. if they lost the pause-packet)&#13;
&#13;
Since I've heard this security is already done for the chat, why not add it to these, too?&#13;
Maybe use confirmation packets?&#13;
&#13;
Everyone of course knows this, and it feels silly to report. Still it can't hurt to have a room for discussing it.</description>
    </issue>
    <issue>
        <id>558</id>
        <project id="1">Soldat</project>
        <reporter id="568">Szaman</reporter>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="40">confirmed</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="4">John</category>
        <date_submitted>1399233640</date_submitted>
        <last_updated>1429383401</last_updated>
        <eta id="10">none</eta>
        <version>1.6.7</version>
        <view_state id="10">public</view_state>
        <summary>Bug in adding favourite server</summary>
        <due_date>1</due_date>
        <description>Hi,&#13;
&#13;
There is a bug with adding favourite server. It's described in details on the attached image.&#13;
&#13;
Shortly:&#13;
1. You can select any server (f.e: XXX)&#13;
2. You can change IP/Port for other than belongs to XXX&#13;
3. When you click &quot;Add favourite&quot; you have some invalid server data (name XXX + other IP/port) on your favourites list</description>
    </issue>
    <issue>
        <id>553</id>
        <project id="1">Soldat</project>
        <reporter id="632">darDar</reporter>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="70">have not tried</reproducibility>
        <status id="20">feedback</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="4">John</category>
        <date_submitted>1398839029</date_submitted>
        <last_updated>1429382415</last_updated>
        <eta id="10">none</eta>
        <view_state id="10">public</view_state>
        <summary>votekick &amp; votemap windows not aligning</summary>
        <due_date>1</due_date>
        <description>If you vote to kick someone and enter a long text regarding the reason for the kick the text will be larger than the box.&#13;
&#13;
I guess the same happens if you vote against someone with a long nick or if you have a very long nick on your own.&#13;
&#13;
+ voting for a very long map name </description>
    </issue>
    <issue>
        <id>453</id>
        <project id="1">Soldat</project>
        <reporter id="552">nosejj</reporter>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="40">confirmed</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="3">Gameplay</category>
        <date_submitted>1381346185</date_submitted>
        <last_updated>1429379603</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>7</os_build>
        <platform>x64</platform>
        <version>1.6.6rc1</version>
        <view_state id="10">public</view_state>
        <summary>Animation fail when sliding and punching</summary>
        <due_date>1</due_date>
        <profile_id>17</profile_id>
        <description>If you slide on ice without a weapon and punch, you look like a serial headbanger</description>
    </issue>
    <issue>
        <id>537</id>
        <project id="1">Soldat</project>
        <reporter id="568">Szaman</reporter>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="40">confirmed</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="3">Gameplay</category>
        <date_submitted>1393446083</date_submitted>
        <last_updated>1429379295</last_updated>
        <eta id="10">none</eta>
        <version>1.6.6</version>
        <view_state id="10">public</view_state>
        <summary>Taunt activated instead of polish diacritic letters: ?, ?, etc.</summary>
        <due_date>1</due_date>
        <description>When you are starting chat message with polish letter ? (or small: ?) [right alt + L] it activates taunt: &quot;Heavy Machine Gun ahead!&quot;. It should not activate it.&#13;
The same with letters: ?, ?, etc.&#13;
&#13;
It writes on chat: &lt;taunt&gt;?</description>
    </issue>
    <issue>
        <id>467</id>
        <project id="1">Soldat</project>
        <reporter id="621">ph0</reporter>
        <priority id="20">low</priority>
        <severity id="30">text</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="40">confirmed</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="3">Gameplay</category>
        <date_submitted>1384170587</date_submitted>
        <last_updated>1429379295</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>7 SP1</os_build>
        <platform>x64</platform>
        <version>1.6.6</version>
        <view_state id="10">public</view_state>
        <summary>Radio chat &amp; UNICODE/UTF-8 tauts</summary>
        <due_date>1</due_date>
        <profile_id>27</profile_id>
        <description>Radio chat (e.g. *32 text) doesn't show UNICODE/UTF-8 characters like ?, ? on teamchat while they are properely displayed over gostek. Normal taunts (^text) work fine with UNICODE.</description>
        <steps_to_reproduce>Just put some special characters to your taunts with radio chat mode and use them ingame.</steps_to_reproduce>
    </issue>
    <issue>
        <id>534</id>
        <project id="1">Soldat</project>
        <reporter id="343">homerofgods</reporter>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="30">acknowledged</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="3">Gameplay</category>
        <date_submitted>1392994451</date_submitted>
        <last_updated>1429378759</last_updated>
        <eta id="10">none</eta>
        <view_state id="10">public</view_state>
        <summary>Nading cancels Unproning</summary>
        <due_date>1</due_date>
        <description>If you throw a nade while trying to unprone, the unproning will cancel and you will remain proned. </description>
        <steps_to_reproduce>Start from a proned position&#13;
Press unprone,&#13;
then quickly press or hold nade button&#13;
The unproning will cancel as shown in the .gif</steps_to_reproduce>
        <additional_information>This is only a problem while unproning, not proning.</additional_information>
    </issue>
    <issue>
        <id>194</id>
        <project id="1">Soldat</project>
        <reporter id="488">Freeman</reporter>
        <handler id="3">skoskav</handler>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="40">confirmed</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="3">Gameplay</category>
        <date_submitted>1336336700</date_submitted>
        <last_updated>1429378626</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>7</os_build>
        <platform>x64</platform>
        <version>1.6.2</version>
        <view_state id="10">public</view_state>
        <summary>Instant get up from prone</summary>
        <due_date>1</due_date>
        <profile_id>17</profile_id>
        <description>Okay, so I know some will say that its part of soldat etc etc. but it causes warps and should be fixed.&#13;
&#13;
When u lay down (prone) press E(nade) and turn around and you will stand up instantly.&#13;
&#13;
</description>
        <steps_to_reproduce>Prone in mid air then press nade button and turn in opposite direction for a mili sec will cause ur soldier to instantly stand up. Reapeating this process makes the player using it move faster than the player boosting himself with spas shots (tested low on Equinox) and it looks like the player using this bug is warping.&#13;
&#13;
</steps_to_reproduce>
    </issue>
    <issue>
        <id>528</id>
        <project id="1">Soldat</project>
        <reporter id="343">homerofgods</reporter>
        <priority id="40">high</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="10">new</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="3">Gameplay</category>
        <date_submitted>1392724376</date_submitted>
        <last_updated>1429377871</last_updated>
        <eta id="10">none</eta>
        <view_state id="10">public</view_state>
        <summary>Backflip/Roll stop spas reload</summary>
        <due_date>1</due_date>
        <description>If you do a backflip or a roll while reloading spas, the reloading will stop&#13;
&#13;
Expected behavior: The reload should continue once the backflip or roll animation is done.</description>
        <steps_to_reproduce>Reload spas&#13;
Do a backflip or roll on the ground</steps_to_reproduce>
        <additional_information>Alternative behavior: #449 &lt;-- If this is fixed there should be no stop or delay at all. </additional_information>
    </issue>
    <issue>
        <id>449</id>
        <project id="1">Soldat</project>
        <reporter id="574">Bistoufly</reporter>
        <priority id="30">normal</priority>
        <severity id="10">feature</severity>
        <reproducibility id="100">N/A</reproducibility>
        <status id="30">acknowledged</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="3">Gameplay</category>
        <date_submitted>1380564996</date_submitted>
        <last_updated>1429377871</last_updated>
        <eta id="10">none</eta>
        <view_state id="10">public</view_state>
        <summary>Allow reloading during the rolling and back-flipping animations.</summary>
        <due_date>1</due_date>
        <description>Give the players the ability to reload their weapon(s) when rolling or back-flipping.</description>
        <additional_information>Soldat forum thread where the feature was suggested and discussed: http://forums.soldat.pl/index.php?topic=42803.0</additional_information>
    </issue>
    <issue>
        <id>527</id>
        <project id="1">Soldat</project>
        <reporter id="427">duz</reporter>
        <priority id="40">high</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="30">acknowledged</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="48">Graphics</category>
        <date_submitted>1392694914</date_submitted>
        <last_updated>1429377836</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>8.1</os_build>
        <platform>x64</platform>
        <version>1.6.6</version>
        <view_state id="10">public</view_state>
        <summary>Extended Sniper Line with 720p, 1080p</summary>
        <due_date>1</due_date>
        <profile_id>46</profile_id>
        <description>The sniper line exceeds the cursor!</description>
    </issue>
    <issue>
        <id>523</id>
        <project id="1">Soldat</project>
        <reporter id="427">duz</reporter>
        <priority id="40">high</priority>
        <severity id="60">major</severity>
        <reproducibility id="50">random</reproducibility>
        <status id="40">confirmed</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="9">Other</category>
        <date_submitted>1392608785</date_submitted>
        <last_updated>1429377583</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>8.1</os_build>
        <platform>x64</platform>
        <view_state id="10">public</view_state>
        <summary>Start screen not centered, error and config.exe not saving fullscreen setting</summary>
        <due_date>1</due_date>
        <profile_id>46</profile_id>
        <description>Start screen not centered, error and config.exe not saving fullscreen setting&#13;
http://www.youtube.com/watch?v=A449Zm_Tyu0&#13;
&#13;
win8.1</description>
        <steps_to_reproduce>config.exe &gt; select full screen and 1080p &gt; start the soldat</steps_to_reproduce>
    </issue>
    <issue>
        <id>128</id>
        <project id="1">Soldat</project>
        <reporter id="347">Mr</reporter>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="30">acknowledged</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="4">John</category>
        <date_submitted>1320103875</date_submitted>
        <last_updated>1429377583</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>7</os_build>
        <platform>x64</platform>
        <version>1.6.2</version>
        <view_state id="10">public</view_state>
        <summary>Config.exe always starts up on the primary screen</summary>
        <due_date>1</due_date>
        <profile_id>17</profile_id>
        <description>See summary</description>
        <additional_information>Suggested fix:&#13;
&#13;
Use the cursor position or last active window to determine the active screen. This is a commonly used technique.&#13;
&#13;
POINT point = { 0 };&#13;
MONITORINFO mi = { sizeof(MONITORINFO), 0 };&#13;
HMONITOR hMonitor = 0;&#13;
RECT rcArea = { 0 };&#13;
&#13;
GetCursorPos(&amp;point);&#13;
hMonitor = MonitorFromPoint(point, MONITOR_DEFAULTTONEAREST);&#13;
// hMonitor = MonitorFromWindow(GetForegroundWindow(), MONITOR_DEFAULTTONEAREST);&#13;
&#13;
if(GetMonitorInfo(hMonitor, &amp;mi))&#13;
{&#13;
	rcArea.left = (mi.rcMonitor.right + mi.rcMonitor.left - current_form_width) /2;&#13;
	rcArea.top = (mi.rcMonitor.top + mi.rcMonitor.bottom - current_form_height) /2;&#13;
}&#13;
else&#13;
{&#13;
	SystemParametersInfo(SPI_GETWORKAREA, NULL, &amp;rcArea, NULL);&#13;
	rcArea.left = (rcArea.right + rcArea.left - current_form_width) / 2;&#13;
	rcArea.top = (rcArea.top + rcArea.bottom - current_form_height) / 2;&#13;
}&#13;
&#13;
rcArea.left and rcArea.top will now contain the optimal startup position of your window.&#13;
</additional_information>
    </issue>
    <issue>
        <id>511</id>
        <project id="1">Soldat</project>
        <reporter id="568">Szaman</reporter>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="40">confirmed</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="5">Lobby</category>
        <date_submitted>1388845131</date_submitted>
        <last_updated>1429377240</last_updated>
        <eta id="10">none</eta>
        <version>1.6.6</version>
        <view_state id="10">public</view_state>
        <summary>Losing custom sort order after reloading servers list</summary>
        <due_date>1</due_date>
        <description>I think that the sort order in lobby should be preserved between list reloadings.</description>
        <steps_to_reproduce>1. Load servers list&#13;
2. Sort servers by any column (for example by name)&#13;
3. Reload servers list&#13;
4. The order set previously is lost (default sort by IP is applied)</steps_to_reproduce>
    </issue>
    <issue>
        <id>360</id>
        <project id="1">Soldat</project>
        <reporter id="96">DorkeyDear</reporter>
        <priority id="20">low</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="30">acknowledged</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="5">Lobby</category>
        <date_submitted>1375229608</date_submitted>
        <last_updated>1429377240</last_updated>
        <eta id="10">none</eta>
        <version>1.6.4</version>
        <view_state id="10">public</view_state>
        <summary>Inconsistency with showing servers during lobby request only after multiplayer game</summary>
        <due_date>1</due_date>
        <description>The lobby request shows servers while it is still requesting only after a multiplayer game.</description>
        <steps_to_reproduce>1. Start a new instance of Soldat&#13;
2. Request lobby; it will not show servers until it is done retrieving all the servers&#13;
3. Join a multiplayer game, and leave&#13;
4. Request lobby again; this time it will show servers before it is done retrieving all the servers</steps_to_reproduce>
        <additional_information>Video demonstrating the method to reproduce on YouTube: https://www.youtube.com/watch?v=lWzzAyMeMUo</additional_information>
    </issue>
    <issue>
        <id>55</id>
        <project id="1">Soldat</project>
        <reporter id="96">DorkeyDear</reporter>
        <priority id="20">low</priority>
        <severity id="50">minor</severity>
        <reproducibility id="90">unable to reproduce</reproducibility>
        <status id="20">feedback</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="5">Lobby</category>
        <date_submitted>1316484587</date_submitted>
        <last_updated>1429377230</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>7</os_build>
        <platform>x86</platform>
        <version>1.6.0</version>
        <view_state id="10">public</view_state>
        <summary>Double lobby contents</summary>
        <due_date>1</due_date>
        <profile_id>12</profile_id>
        <description>It appears as though the lobby has two of every server, which is obviously not true. Screenshot attached. I was unable to reproduce this bug.</description>
    </issue>
    <issue>
        <id>225</id>
        <project id="1">Soldat</project>
        <reporter id="542">Bonecrusher</reporter>
        <priority id="40">high</priority>
        <severity id="50">minor</severity>
        <reproducibility id="30">sometimes</reproducibility>
        <status id="30">acknowledged</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="5">Lobby</category>
        <date_submitted>1338823374</date_submitted>
        <last_updated>1429377211</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>XP SP3 </os_build>
        <platform>x86</platform>
        <version>1.6.3</version>
        <view_state id="10">public</view_state>
        <summary>Lobby sorting bug</summary>
        <due_date>1</due_date>
        <profile_id>13</profile_id>
        <description>So I've noticed this bug long time ago but posting just now&#13;
&#13;
http://i.imgur.com/6HAAH.png&#13;
&#13;
As you can see in the screen above, sometimes a single server with low ping ends up at the very bottom of the lobby. Even below the 9999 ping servers. Because of this players cant see it unless they scroll down, which rarely happens. I was wondering what was causing this and figured it's most likely some sorting bug. I'd love to see that fixed.</description>
        <steps_to_reproduce>request servers&#13;
wait until they are sorted by ping[automatically]&#13;
scroll to the bottom &#13;
check if any low-ping servers there</steps_to_reproduce>
        <additional_information>This bug was present in 1.6 aswell I think</additional_information>
    </issue>
    <issue>
        <id>251</id>
        <project id="1">Soldat</project>
        <reporter id="581">FridgeBoxX</reporter>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="40">confirmed</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="8">Multiplayer</category>
        <date_submitted>1346221857</date_submitted>
        <last_updated>1429377195</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>7 SP1</os_build>
        <platform>x86</platform>
        <version>1.6.3</version>
        <view_state id="10">public</view_state>
        <summary>LAN discovery doesn't work</summary>
        <due_date>1</due_date>
        <profile_id>27</profile_id>
        <description>The discover function for LAN games doesn't work. No server will be detected here, but it's possible to connect if you enter the IP adress.</description>
        <steps_to_reproduce>1. Start a dedicated server in you LAN&#13;
2. Hit the discover button on your Soldat client in LAN mode&#13;
3. Receive an empty list ;)</steps_to_reproduce>
    </issue>
    <issue>
        <id>53</id>
        <project id="1">Soldat</project>
        <reporter id="96">DorkeyDear</reporter>
        <priority id="20">low</priority>
        <severity id="20">trivial</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="40">confirmed</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="4">John</category>
        <date_submitted>1316484034</date_submitted>
        <last_updated>1429377184</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>7</os_build>
        <platform>x86</platform>
        <version>1.6.0</version>
        <view_state id="10">public</view_state>
        <summary>Lobby scroll bar fades to different styles</summary>
        <due_date>1</due_date>
        <profile_id>12</profile_id>
        <description>The actual behavior seems weird. Mouse from outside onto scroll bar, it flickers from Soldat-styled to Window 7-styled scroll bar. Moving the mouse off makes it flicker from Windows-7 to Soldat, and then fades to Windows 7 styled scroll bar. Idling off the scroll bar, and the scroll bar is then Windows 7 styled.</description>
        <additional_information>Screenshot attached of a fade affect between the two style scroll bars.&#13;
</additional_information>
    </issue>
    <issue>
        <id>486</id>
        <project id="1">Soldat</project>
        <reporter id="568">Szaman</reporter>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="70">have not tried</reproducibility>
        <status id="30">acknowledged</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="3">Gameplay</category>
        <date_submitted>1387748496</date_submitted>
        <last_updated>1429376074</last_updated>
        <eta id="10">none</eta>
        <version>1.6.6</version>
        <view_state id="10">public</view_state>
        <summary>Vote-kick when switching between servers</summary>
        <due_date>1</due_date>
        <description>Hi,&#13;
&#13;
I've seen a bug with displaying vote-kicks while switching between servers. Steps to reproduce below.</description>
        <steps_to_reproduce>1. Play in a server &#13;
2. Someone votes a kick on some player&#13;
3. Leave the server &#13;
4. Join a second server&#13;
5. There will be displayed a message about vote-kicking some other player (who is playing on the sedond server right now)&#13;
&#13;
It should not be that way. This message should not be displayed.</steps_to_reproduce>
    </issue>
    <issue>
        <id>466</id>
        <project id="1">Soldat</project>
        <reporter id="591">elmorvano</reporter>
        <handler id="3">skoskav</handler>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="100">N/A</reproducibility>
        <status id="40">confirmed</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="3">Gameplay</category>
        <date_submitted>1383770804</date_submitted>
        <last_updated>1429374365</last_updated>
        <eta id="10">none</eta>
        <view_state id="10">public</view_state>
        <summary>Weapons.ini: spas reload attribute has no effect ingame.</summary>
        <due_date>1</due_date>
        <description>You can not to change speed reload of spas. I can put there even 20000 value and this is still same reload speed.</description>
    </issue>
    <issue>
        <id>454</id>
        <project id="1">Soldat</project>
        <reporter id="343">homerofgods</reporter>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="30">acknowledged</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="9">Other</category>
        <date_submitted>1381409668</date_submitted>
        <last_updated>1429373842</last_updated>
        <eta id="10">none</eta>
        <version>1.6.5</version>
        <view_state id="10">public</view_state>
        <summary>Refresh rate does nothing</summary>
        <due_date>1</due_date>
        <description>MM said that 'Refresh rate' in soldat config does nothing at all, so should it not be removed to avoid confusion?</description>
    </issue>
    <issue>
        <id>442</id>
        <project id="1">Soldat</project>
        <reporter id="65">dst</reporter>
        <priority id="30">normal</priority>
        <severity id="60">major</severity>
        <reproducibility id="30">sometimes</reproducibility>
        <status id="30">acknowledged</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="48">Graphics</category>
        <date_submitted>1379804270</date_submitted>
        <last_updated>1429373544</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>7</os_build>
        <platform>x64</platform>
        <view_state id="10">public</view_state>
        <summary>Micro stuttering with high end GPUs</summary>
        <due_date>1</due_date>
        <profile_id>17</profile_id>
        <description>While playing, the game starts occasionally stutter as if the fps would drop down to ~20. The fps counter, however stays the same as when the gameplay is smooth.&#13;
This seems to happen randomly, regardless of the map or the amount of players and action on the server. Sometimes I have played ten minutes without problems when the problems suddenly kick in without anything changing in the game or on the server.&#13;
&#13;
When I plug my display into my motherboard and set the CPU's iGPU (Intel HD4000) as the main GPU, I don't seem to have any fps problems whatsoever.</description>
        <additional_information>PC specs:&#13;
&#13;
CPU: Intel i5 3570k (with Intel's HD4000 graphics chip)&#13;
GPU: Nvidia GeForce GTX 660&#13;
MB: Asus P8Z77-V LX&#13;
RAM: 8GB</additional_information>
    </issue>
    <issue>
        <id>322</id>
        <project id="1">Soldat</project>
        <reporter id="610">fede</reporter>
        <priority id="40">high</priority>
        <severity id="60">major</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="30">acknowledged</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="48">Graphics</category>
        <date_submitted>1371513123</date_submitted>
        <last_updated>1429373544</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>7 SP1</os_build>
        <platform>x64</platform>
        <version>1.6.3</version>
        <view_state id="10">public</view_state>
        <summary>very low FPS</summary>
        <due_date>1</due_date>
        <profile_id>28</profile_id>
        <description>i have the same problem since the 1.6.x&#13;
I cant play properly because the FPS is so low (12-30, unplayable). i think was problem of my old PC, but now i have a new pc and the problems still. now I think is problem of the video card.&#13;
The video card is a Intel® Graphics Media Accelerator 3600 Series for Windows 7* 32-bit.</description>
        <additional_information>My actual PC:&#13;
Win 7 professional SP1 original&#13;
intel atom CPU N2600 1.6ghz 1.6ghz&#13;
32 bits&#13;
2 GB memory&#13;
</additional_information>
    </issue>
    <issue>
        <id>332</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="347">Mr</reporter>
        <handler id="507">Falcon</handler>
        <priority id="30">normal</priority>
        <severity id="60">major</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="13">General</category>
        <date_submitted>1374277499</date_submitted>
        <last_updated>1429373535</last_updated>
        <eta id="10">none</eta>
        <os>Debian GNU/Linux 7.0</os>
        <platform>amd64</platform>
        <version>2.7.4rc2</version>
        <view_state id="10">public</view_state>
        <summary>FPC build cannot run itself as daemon</summary>
        <due_date>1</due_date>
        <description>The -d switch appears to be broken in the FPC build of soldatserver on Debian 7 amd64 (and possibly all other Linux-based systems).&#13;
The server announces that it will continue execution in background, but instead exits completely.</description>
        <steps_to_reproduce>./soldatserver -d</steps_to_reproduce>
        <additional_information>test@debian:~/servers/ctf$ ./soldatserver -d&#13;
&#13;
             -= Soldat Dedicated Server 1.6.4rc3 - 2.7.4 =-&#13;
&#13;
----------------------------------------------------------------&#13;
         Soldat Dedicated Server initializing...&#13;
----------------------------------------------------------------&#13;
&#13;
   Need help running your server?&#13;
   IRC: #soldat.devs @ irc.quakenet.org&#13;
&#13;
   ---&gt; http://soldatforums.com/&#13;
&#13;
   Additional parameters:&#13;
   ./soldatserver -p PORT -l MAXPLAYERS -k PASSWORD&#13;
   Example: ./soldatserver -p 23073 -l 16 -k &quot;my pass&quot;&#13;
&#13;
Compiled with FreePascal&#13;
Using Indy 10&#13;
&#13;
&#13;
[****] GOING INTO DAEMON MODE NOW [****]&#13;
test@debian:~/servers/ctf$ pgrep soldatserver&#13;
test@debian:~/servers/ctf$ uname -a&#13;
Linux debian 3.2.0-4-amd64 #1 SMP Debian 3.2.46-1 x86_64 GNU/Linux&#13;
test@debian:~/servers/ctf$&#13;
</additional_information>
    </issue>
    <issue>
        <id>426</id>
        <project id="1">Soldat</project>
        <reporter id="574">Bistoufly</reporter>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="40">confirmed</status>
        <resolution id="30">reopened</resolution>
        <projection id="10">none</projection>
        <category id="3">Gameplay</category>
        <date_submitted>1379212981</date_submitted>
        <last_updated>1429371925</last_updated>
        <eta id="10">none</eta>
        <version>1.6.5</version>
        <view_state id="10">public</view_state>
        <summary>Instant-Prone move is broken</summary>
        <due_date>1</due_date>
        <description>The instant prone special movement got broken since 1.6.4&#13;
It used to work as intended in 1.6.3</description>
        <steps_to_reproduce>While standing on the ground,&#13;
tap prone&#13;
tap nade before the prone animation ends&#13;
1.6.3 =&gt; you instant-prone&#13;
1.6.5 =&gt; you don't</steps_to_reproduce>
        <additional_information>Animated gif attached showing how the move looks like in 1.6.3&#13;
&#13;
Movement described in the movement database project:&#13;
http://forums.soldat.pl/index.php?topic=42878.msg515327#msg515327</additional_information>
    </issue>
    <issue>
        <id>431</id>
        <project id="1">Soldat</project>
        <reporter id="574">Bistoufly</reporter>
        <priority id="60">immediate</priority>
        <severity id="60">major</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="40">confirmed</status>
        <resolution id="30">reopened</resolution>
        <projection id="10">none</projection>
        <category id="3">Gameplay</category>
        <date_submitted>1379461006</date_submitted>
        <last_updated>1429370957</last_updated>
        <eta id="10">none</eta>
        <version>1.6.6b2</version>
        <view_state id="10">public</view_state>
        <summary>Stab/Punch and weapon changing prone cancel is broken</summary>
        <due_date>1</due_date>
        <description>Since 1.6.6. beta1,&#13;
&#13;
The &quot;Prone Cancel&quot; special movement can't be performed anymore using:&#13;
- weapon changing  see: WeapSwitchProneCancel.gif&#13;
- punching         see: PunchStabProneCancel.gif&#13;
- stabbing (knife) see: PunchStabProneCancel.gif&#13;
&#13;
Used to work correctly in 1.6.5</description>
        <steps_to_reproduce>lie down&#13;
hold weapon change OR hold stab (with knife equipped) OR hold punch&#13;
cross your player with your mouse&#13;
1.6.5. =&gt; prone cancel&#13;
1.6.6. beta1/2 =&gt; regular unprone &#13;
&#13;
</steps_to_reproduce>
        <additional_information>Relevant Soldat Forum posts:&#13;
- http://forums.soldat.pl/index.php?topic=42873.msg515162#msg515162&#13;
- http://forums.soldat.pl/index.php?topic=42906.msg515389#msg515389&#13;
&#13;
&#13;
Prone Cancel movements in the Movement Database Project (section: Advanced Technique: Prone Cancel)  : http://forums.soldat.pl/index.php?topic=42878.msg515230#msg515230</additional_information>
    </issue>
    <issue>
        <id>425</id>
        <project id="1">Soldat</project>
        <reporter id="574">Bistoufly</reporter>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="10">new</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="3">Gameplay</category>
        <date_submitted>1379211177</date_submitted>
        <last_updated>1429370918</last_updated>
        <eta id="10">none</eta>
        <version>1.6.5</version>
        <view_state id="10">public</view_state>
        <summary>The Jump key prevents nade prone canceling</summary>
        <due_date>1</due_date>
        <description>Holding the jump key while in prone position makes the nade prone cancel fail.</description>
        <steps_to_reproduce>lie down&#13;
hold nade key&#13;
hold jump key&#13;
move mouse from side to side to prone cancel&#13;
=&gt; you don't prone cancel&#13;
expected result: you prone cancel</steps_to_reproduce>
    </issue>
    <issue>
        <id>60</id>
        <project id="1">Soldat</project>
        <reporter id="542">Bonecrusher</reporter>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="30">sometimes</reproducibility>
        <status id="30">acknowledged</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="3">Gameplay</category>
        <date_submitted>1316548747</date_submitted>
        <last_updated>1429363597</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>XP SP3 </os_build>
        <platform>x86</platform>
        <version>1.6.0</version>
        <view_state id="10">public</view_state>
        <summary>Picking weapons bug</summary>
        <due_date>1</due_date>
        <profile_id>13</profile_id>
        <description>Sometimes when playing Snipe n Slice[barret, knife ,chainsaw only] I experience weird weapon picking up bug. &#13;
&#13;
eg: I've thrown my knife at someone and am running to the flag and then I see a knife laying on the ground. I pick it up and both my weapons are changed to knife somehow. Sometimes while picking one barret I end up with two instead of knife + ret. Might provide a demo later.</description>
        <steps_to_reproduce>Picking up a weapon</steps_to_reproduce>
    </issue>
    <issue>
        <id>413</id>
        <project id="1">Soldat</project>
        <reporter id="624">IzzyRosePL</reporter>
        <priority id="30">normal</priority>
        <severity id="40">tweak</severity>
        <reproducibility id="50">random</reproducibility>
        <status id="40">confirmed</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="8">Multiplayer</category>
        <date_submitted>1378641507</date_submitted>
        <last_updated>1429303240</last_updated>
        <eta id="10">none</eta>
        <os>Windows Vista</os>
        <os_build>Home Basic</os_build>
        <platform>x32</platform>
        <version>1.6.5</version>
        <view_state id="10">public</view_state>
        <summary>Packetloss: &quot;blank&quot; kills and lack of ingame-info</summary>
        <due_date>1</due_date>
        <description>Player kills enemy. It doesn't matter with which weapon. The enemy becomes ragdoll without and death-sound and without any record in kill-log. Only under F1 numbers raises.&#13;
It also happens when player's killed by enemy. After killing he can go a little bit of time and with new package from server &quot;client realises&quot; that the player is dead. Gostek becomes ragdoll, there's no record in kill log, no info &quot;XX killed you&quot;, ranking is updated. Respawn countdown begins.&#13;
&#13;
Similar bug happens with flags - sometimes player isn't informed (no big text, no console info, no sound) that flag was capped or returned. Only ranking and teambox are updated.</description>
        <steps_to_reproduce>Random</steps_to_reproduce>
        <additional_information>Reporter plays with a radio internet connection and a wi-fi router (sitting with notebook just next to the router). Connection is good, there are no lags.</additional_information>
    </issue>
    <issue>
        <id>112</id>
        <project id="1">Soldat</project>
        <reporter id="551">botnik</reporter>
        <priority id="40">high</priority>
        <severity id="50">minor</severity>
        <reproducibility id="30">sometimes</reproducibility>
        <status id="40">confirmed</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="3">Gameplay</category>
        <date_submitted>1318946282</date_submitted>
        <last_updated>1429303240</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>7</os_build>
        <platform>x64</platform>
        <version>1.6.2</version>
        <view_state id="10">public</view_state>
        <summary>delay between killing some1 and untill his boddy falls and dies</summary>
        <due_date>1</due_date>
        <profile_id>17</profile_id>
        <description>it happened also in earlier versions like 1.5 and before, but now it happens to me like 10% of the time which is a lot. when this happens, after i kill some1 there isn't any MSG that i killed him, and his character stays alive for a second, and then he simply falls to the ground and dies alone. the score for the kill is counted though... it can also happen vise versa. some1 kills me and it takes 1 sec till my character falls down. in that time i can move and i think i even managed to throw a nade.... haven't tried it in singleplayer</description>
    </issue>
    <issue>
        <id>412</id>
        <project id="1">Soldat</project>
        <reporter id="624">IzzyRosePL</reporter>
        <priority id="30">normal</priority>
        <severity id="40">tweak</severity>
        <reproducibility id="50">random</reproducibility>
        <status id="30">acknowledged</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="8">Multiplayer</category>
        <date_submitted>1378640863</date_submitted>
        <last_updated>1429303040</last_updated>
        <eta id="10">none</eta>
        <os>Windows Vista</os>
        <os_build>Home Basic</os_build>
        <platform>x32</platform>
        <version>1.6.5</version>
        <view_state id="10">public</view_state>
        <summary>Packetloss: actual position / respawn bug</summary>
        <due_date>1</due_date>
        <description>Random player figures as still joining and joining his team. While running is vanishing and respawning in his actual position. (respawn similar to vanishing while running out of map)</description>
        <steps_to_reproduce>Totally random, in team gamemodes (happened on INF)</steps_to_reproduce>
        <additional_information>Reporter plays with a radio internet connection and a wi-fi router (sitting with notebook just next to the router). Connection is good, there are no lags.</additional_information>
    </issue>
    <issue>
        <id>411</id>
        <project id="1">Soldat</project>
        <reporter id="624">IzzyRosePL</reporter>
        <priority id="30">normal</priority>
        <severity id="40">tweak</severity>
        <reproducibility id="50">random</reproducibility>
        <status id="40">confirmed</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="8">Multiplayer</category>
        <date_submitted>1378639258</date_submitted>
        <last_updated>1429302836</last_updated>
        <eta id="10">none</eta>
        <os>Windows Vista</os>
        <os_build>Home Basic</os_build>
        <platform>x32</platform>
        <version>1.6.5</version>
        <view_state id="10">public</view_state>
        <summary>Packetloss: team-assignation bug</summary>
        <due_date>1</due_date>
        <description>The client assigns player to choosen team but spawns gostek with white shirt.&#13;
- Spectator becomes white-shirted gostek spawned in random spawnpoint. Not sure if, as spectator, his gostek is visible for other players&#13;
- Assigned to alpha or bravo, player spawns in his team spawnpoint, but has white shirt and his nickname under F1 is white, but figures in proper block - for example player joined red - there is his white nickname between red teammates.&#13;
For other players everything is OK. It's local bug for client.</description>
        <steps_to_reproduce>Randomly while changing team (happened mostly on INF, but also once on CTF). </steps_to_reproduce>
        <additional_information>Reporter plays with a radio internet connection and a wi-fi router (sitting with notebook just next to the router). Connection is good, there are no lags.</additional_information>
    </issue>
    <issue>
        <id>118</id>
        <project id="1">Soldat</project>
        <reporter id="67">PQ</reporter>
        <priority id="40">high</priority>
        <severity id="50">minor</severity>
        <reproducibility id="70">have not tried</reproducibility>
        <status id="40">confirmed</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="3">Gameplay</category>
        <date_submitted>1319363415</date_submitted>
        <last_updated>1429302813</last_updated>
        <eta id="10">none</eta>
        <version>1.6.2</version>
        <view_state id="10">public</view_state>
        <summary>Seeing player in different team</summary>
        <due_date>1</due_date>
        <description>An ancient bug, but felt like reporting it once again. Couldnt find it in here.&#13;
If you're joining the server and some one else just changed teams you seem him/her in the wrong team. Always thought you're able to reproduce it this way, but never tried:&#13;
&#13;
When you join a server, you get a pick team menu. If another player changes teams while you're in this menu you see him in the wrong team. &#13;
&#13;
Rejoining the server fixes the problem. </description>
    </issue>
    <issue>
        <id>288</id>
        <project id="1">Soldat</project>
        <reporter id="343">homerofgods</reporter>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="40">confirmed</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="3">Gameplay</category>
        <date_submitted>1356707461</date_submitted>
        <last_updated>1429300719</last_updated>
        <eta id="10">none</eta>
        <version>1.6.3</version>
        <view_state id="10">public</view_state>
        <summary>You can punch out flamer still in flamegod mode</summary>
        <due_date>1</due_date>
        <description>It's fine that you can punch out the flame weapon when the invoulnerbility time is up, but I think you shouldn't be able to do that when you are still invoulnerable.&#13;
Demo attatched.</description>
    </issue>
    <issue>
        <id>328</id>
        <project id="1">Soldat</project>
        <reporter id="561">Squiddy</reporter>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="40">confirmed</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="3">Gameplay</category>
        <date_submitted>1372383963</date_submitted>
        <last_updated>1429300518</last_updated>
        <eta id="10">none</eta>
        <version>1.6.4rc2</version>
        <view_state id="10">public</view_state>
        <summary>Pick up Barrett while punching makes it shoot</summary>
        <due_date>1</due_date>
        <description>That's pretty much it.&#13;
&#13;
Drop your Barrett;&#13;
Hold the Punch button;&#13;
Walk over the Barrett.</description>
    </issue>
    <issue>
        <id>382</id>
        <project id="1">Soldat</project>
        <reporter id="96">DorkeyDear</reporter>
        <handler id="3">skoskav</handler>
        <priority id="20">low</priority>
        <severity id="50">minor</severity>
        <reproducibility id="30">sometimes</reproducibility>
        <status id="40">confirmed</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="48">Graphics</category>
        <date_submitted>1376190008</date_submitted>
        <last_updated>1429299992</last_updated>
        <eta id="10">none</eta>
        <version>1.6.5</version>
        <view_state id="10">public</view_state>
        <summary>Bullets sometimes have longer trails and are colored yellow</summary>
        <due_date>1</due_date>
        <description>When firing an MP5, a small portion of the bullets appeared mid-flight to have long trails and a yellow tint.</description>
        <additional_information>Some footage showing the bugged bullet:&#13;
&#13;
At 1/4 speed:&#13;
https://www.youtube.com/watch?v=y4gld8yzjZM&#13;
https://dl.dropboxusercontent.com/u/53794511/bullets2.mp4&#13;
&#13;
At full speed:&#13;
https://dl.dropboxusercontent.com/u/53794511/bullets.mp4&#13;
</additional_information>
    </issue>
    <issue>
        <id>372</id>
        <project id="1">Soldat</project>
        <reporter id="343">homerofgods</reporter>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="30">sometimes</reproducibility>
        <status id="30">acknowledged</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="9">Other</category>
        <date_submitted>1375655362</date_submitted>
        <last_updated>1429299071</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>7</os_build>
        <platform>x64</platform>
        <version>1.6.5</version>
        <view_state id="10">public</view_state>
        <summary>Dropping at high speed when parachuting</summary>
        <due_date>1</due_date>
        <profile_id>17</profile_id>
        <description>This also happend in 1.6.4, but I managed to get a demo in 1.6.5&#13;
Sometimes my parachute doesn't apply and instead of falling slower then normal I will fall down at an unusual high speed. &#13;
I'm not really sure if I keep this speed after I land, I should have kept playing the demo :x I will try to reproduce.&#13;
</description>
        <steps_to_reproduce>I played ctf_Dropdown, so choose that map and after 3-4 respawns it happend to me atleast. I will add more details of how to reproduce if I find out more.</steps_to_reproduce>
    </issue>
    <issue>
        <id>91</id>
        <project id="1">Soldat</project>
        <reporter id="554">c0balt</reporter>
        <priority id="30">normal</priority>
        <severity id="30">text</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="20">feedback</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="4">John</category>
        <date_submitted>1318286212</date_submitted>
        <last_updated>1429298835</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>XP SP3 </os_build>
        <platform>x86</platform>
        <version>1.6.1</version>
        <view_state id="10">public</view_state>
        <summary>Kill log not displaying correctly</summary>
        <due_date>1</due_date>
        <profile_id>13</profile_id>
        <description>My kill log doesn't display the latest kill until another kill has been made. So essentially I can never see the last kill in the log.</description>
        <steps_to_reproduce>I think it occurs in higher resolutions. I am using 1920x1080.</steps_to_reproduce>
        <additional_information>My reason to believe that its due to resolution is because in 1.5.1 I manually changed my resolution to 1920x1080, even though it wasn't supported and the same bug occured. </additional_information>
    </issue>
    <issue>
        <id>337</id>
        <project id="1">Soldat</project>
        <reporter id="65">dst</reporter>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="30">acknowledged</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="4">John</category>
        <date_submitted>1374628275</date_submitted>
        <last_updated>1429298786</last_updated>
        <eta id="10">none</eta>
        <view_state id="10">public</view_state>
        <summary>Scale_Interface=1 is problematic</summary>
        <due_date>1</due_date>
        <description>If the option is set to 1:&#13;
&#13;
- Images and text are poorly scaled even if the custom resolution is exactly double the default, causing the whole screen to look blurry (currently if the option is set to 0, the scaling for the crosshair is good and sharp with higher resolutions)&#13;
&#13;
- There is basically no difference between using a resized screen with a default resolution than with a higher resolution, mostly because the text is being scaled, not only images.</description>
        <steps_to_reproduce>Set Scale_Interface to 1&#13;
Set a custom resolution&#13;
Boot Soldat</steps_to_reproduce>
        <additional_information>http://forums.soldat.pl/index.php?topic=42752.msg514012</additional_information>
    </issue>
    <issue>
        <id>329</id>
        <project id="1">Soldat</project>
        <reporter id="574">Bistoufly</reporter>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="40">confirmed</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="48">Graphics</category>
        <date_submitted>1373587327</date_submitted>
        <last_updated>1429294478</last_updated>
        <eta id="10">none</eta>
        <version>1.6.3</version>
        <view_state id="10">public</view_state>
        <summary>Some Polygon Edges do not render.</summary>
        <due_date>1</due_date>
        <description>The edges around the polygons don't render at some specific places.&#13;
&#13;
See attached screenshot of ctf_Cobra.&#13;
&#13;
(note: you can see this in many other maps. It's not specific to ctf_Cobra)</description>
        <steps_to_reproduce>1) Make sure &quot;render smooth polygons&quot; is checked in config.exe&#13;
2) Open soldat and start a game in the map ctf_Cobra&#13;
=&gt; Notice how some polygon edges aren't rendered. (for example around middle of the low and mid route)&#13;
&#13;
</steps_to_reproduce>
    </issue>
    <issue>
        <id>209</id>
        <project id="1">Soldat</project>
        <reporter id="574">Bistoufly</reporter>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="40">confirmed</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="48">Graphics</category>
        <date_submitted>1337226823</date_submitted>
        <last_updated>1429294478</last_updated>
        <eta id="10">none</eta>
        <view_state id="10">public</view_state>
        <summary>&quot;Render smooth polygons&quot; give poor performance in maps with a high poly count.</summary>
        <due_date>1</due_date>
        <description>If &quot;Render smooth polygons&quot; is ticked in Soldat setup,&#13;
maps composed of a high number of polygons will make the game run with significantly lower fps.&#13;
&#13;
Serial K!ller provided an example of this in Soldat Forum:&#13;
&#13;
&quot;Here's an example of such a map that drops my fps from 530 to 19.&quot;&#13;
http://forums.soldat.pl/index.php?topic=40096.msg492525#msg492525</description>
    </issue>
    <issue>
        <id>278</id>
        <project id="1">Soldat</project>
        <reporter id="574">Bistoufly</reporter>
        <priority id="40">high</priority>
        <severity id="60">major</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="20">feedback</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="9">Other</category>
        <date_submitted>1355506005</date_submitted>
        <last_updated>1429281508</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>7 x64</os_build>
        <version>1.6.3</version>
        <view_state id="10">public</view_state>
        <summary>When playing with Spas, sound becomes corrupted after 10 minutes~</summary>
        <due_date>1</due_date>
        <description>When i play with spas in ctf, after 10 minutes many sounds are corrupted, such as other guns sounds.&#13;
&#13;
&#13;
I'm using vanilla sfx.&#13;
Changing sound quality in config doesn't seem to matter.&#13;
&#13;
</description>
        <steps_to_reproduce>.Join a ctf server.&#13;
.Equip yourself with the spas.&#13;
.Use it extensively ( boost with it, shoot a lot )&#13;
=&gt; after 10 minutes~ you should notice the sound becoming weird.</steps_to_reproduce>
    </issue>
    <issue>
        <id>311</id>
        <project id="1">Soldat</project>
        <reporter id="248">SyavX</reporter>
        <handler id="3">skoskav</handler>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="40">confirmed</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="9">Other</category>
        <date_submitted>1362863939</date_submitted>
        <last_updated>1429280890</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>7 SP1</os_build>
        <platform>x64</platform>
        <version>1.6.3</version>
        <view_state id="10">public</view_state>
        <summary>Problems with low sound volume levels</summary>
        <due_date>1</due_date>
        <profile_id>28</profile_id>
        <description>1. With sound volume level set from 4% to 9% you can't hear anything but sounds created by your gostek (moving, jet, shooting, etc.). Same goes to sounds from current player in spectators mode.&#13;
&#13;
2. With sound volume level =&lt; 4% you can't hear any sound at all.</description>
        <additional_information>The bug can be reproduced in 1.6.4 beta 4 too.</additional_information>
    </issue>
    <issue>
        <id>303</id>
        <project id="1">Soldat</project>
        <reporter id="542">Bonecrusher</reporter>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="40">confirmed</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="4">John</category>
        <date_submitted>1357900731</date_submitted>
        <last_updated>1429276208</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>XP SP3 </os_build>
        <platform>x86</platform>
        <version>1.6.3</version>
        <view_state id="10">public</view_state>
        <summary>When there's wrong map version do not put cursor in the 'game server ip' field</summary>
        <due_date>1</due_date>
        <profile_id>13</profile_id>
        <description>So whenever I upload new(fixed maps) to my server and want to test them I join the server only to be kicked out few seconds later with 'wrong map version' message. It will start downloading new map unless I pressed some control buttons like WSAD, if that happened it will insert buttons I pressed into the server IP field rather than server's actualy IP. So i have to manually search for the ip to continue playing(mapchecking). This could be annoying.</description>
        <steps_to_reproduce>Add a new map version to your server&#13;
Join the server start running around&#13;
It will kick you for 'wrong map version'&#13;
If you were running it will put something like 'asdddaaa' into the IP field</steps_to_reproduce>
    </issue>
    <issue>
        <id>292</id>
        <project id="1">Soldat</project>
        <reporter id="343">homerofgods</reporter>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="50">random</reproducibility>
        <status id="30">acknowledged</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="9">Other</category>
        <date_submitted>1356725963</date_submitted>
        <last_updated>1429274911</last_updated>
        <eta id="10">none</eta>
        <version>1.6.3</version>
        <view_state id="10">public</view_state>
        <summary>Spawned stationary gun</summary>
        <due_date>1</due_date>
        <description>I died in a Dm survival game and spawned a stationary gun where I died.&#13;
I have no idea why it happend, but I got a screenshot.</description>
        <steps_to_reproduce>no idea how to reproduce</steps_to_reproduce>
    </issue>
    <issue>
        <id>226</id>
        <project id="1">Soldat</project>
        <reporter id="552">nosejj</reporter>
        <priority id="40">high</priority>
        <severity id="50">minor</severity>
        <reproducibility id="50">random</reproducibility>
        <status id="20">feedback</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="3">Gameplay</category>
        <date_submitted>1338964395</date_submitted>
        <last_updated>1429265596</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>7 SP1</os_build>
        <platform>x64</platform>
        <version>1.6.3</version>
        <view_state id="10">public</view_state>
        <summary>One bullet re-spawn with SPAS-12</summary>
        <due_date>1</due_date>
        <profile_id>28</profile_id>
        <description>Let's say someone has dropped a weapon on my re-spawn point, I re-spawned on it with Spas had 1 bullet and had the weapon from the floor as secondary.</description>
    </issue>
    <issue>
        <id>238</id>
        <project id="1">Soldat</project>
        <reporter id="305">Furai</reporter>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="50">random</reproducibility>
        <status id="20">feedback</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="3">Gameplay</category>
        <date_submitted>1340567697</date_submitted>
        <last_updated>1429263581</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>7 SP1</os_build>
        <platform>x64</platform>
        <version>1.6.3</version>
        <view_state id="10">public</view_state>
        <summary>Being able to join TDM teams in DM gamemode.</summary>
        <due_date>1</due_date>
        <profile_id>28</profile_id>
        <description>As report title says. Nothing more nor less. It could be fault of my server cause it's using my script which is preventing users from joining game when there are 2 players in-game already (simple 1vs1 script). I'll attach it to the report.&#13;
&#13;
If you want to see it in-game join any of the following servers:&#13;
soldat://furai.pl:23077/&#13;
soldat://furai.pl:23078/&#13;
soldat://furai.pl:23079/&#13;
soldat://furai.pl:23080/</description>
        <steps_to_reproduce>- Join the on-line game.&#13;
- Go to spectator team.&#13;
- Press esc and choose option &quot;Change Team&quot;.&#13;
- Choose from menu &quot;0 Player&quot; &#13;
- It randomly puts you in any team which is not DM's default.</steps_to_reproduce>
        <additional_information>I was unable to reproduce it and will be attaching screenshot from some Polish player. As you can see he was able to join the game as Bravo.&#13;
&#13;
Usually I get message &quot;Alpha team is full&quot; and it prevents me to join. The guy who was able to do it says he was getting this message too but it just put him in non-deathmatch team.</additional_information>
    </issue>
    <issue>
        <id>205</id>
        <project id="1">Soldat</project>
        <reporter id="570">ExHunter</reporter>
        <handler id="570">ExHunter</handler>
        <priority id="20">low</priority>
        <severity id="50">minor</severity>
        <reproducibility id="30">sometimes</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="4">John</category>
        <date_submitted>1337105804</date_submitted>
        <last_updated>1429263581</last_updated>
        <eta id="10">none</eta>
        <version>1.6.3</version>
        <view_state id="10">public</view_state>
        <summary>using team 0 in ctf</summary>
        <due_date>1</due_date>
        <description>If you change a player via /setteam0 to team 0 his row will get on the scoreboard (F1) a weird (and random) position. This happens not (or sometimes) if you are alone, but with other players it will result in this.&#13;
&#13;
Note: Usually team 0 gets not used in CTF so this bug is a really MINOR bug, that isn't that important.</description>
        <steps_to_reproduce>1. /setteam0 &lt;id&gt;&#13;
2. be not alone</steps_to_reproduce>
    </issue>
    <issue>
        <id>588</id>
        <project id="1">Soldat</project>
        <reporter id="506">Mighty</reporter>
        <handler id="570">ExHunter</handler>
        <priority id="20">low</priority>
        <severity id="20">trivial</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="4">John</category>
        <date_submitted>1412784484</date_submitted>
        <last_updated>1429263575</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>XP SP3 </os_build>
        <platform>x86</platform>
        <version>1.6.8b1</version>
        <view_state id="10">public</view_state>
        <summary>Player ID for team 0 displayed incorrectly</summary>
        <due_date>1</due_date>
        <profile_id>13</profile_id>
        <description>When you play a gamemode that wasn't created for team ID 0 to participate in, and you press F1 and then '/' (to check players' IDs), team 0 players IDs are displayed below their &quot;teamgroup&quot;, overlapping spectators if there are some, too.&#13;
Screenshot attached</description>
        <steps_to_reproduce>Join CTF match&#13;
Add a bot to team 0&#13;
press F1 and /</steps_to_reproduce>
        <additional_information>tested in 640x480 only</additional_information>
    </issue>
    <issue>
        <id>256</id>
        <project id="1">Soldat</project>
        <reporter id="561">Squiddy</reporter>
        <priority id="20">low</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="20">feedback</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="8">Multiplayer</category>
        <date_submitted>1349802569</date_submitted>
        <last_updated>1429263544</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>7</os_build>
        <platform>x64</platform>
        <version>1.6.3</version>
        <view_state id="10">public</view_state>
        <summary>Two bugs when setting players to team 0 (ID and color)</summary>
        <due_date>1</due_date>
        <profile_id>17</profile_id>
        <description>First Bug (ID): When people join my server (it is set to CTF, so you must join Alpha/Bravo/Spec), they are automatically set to team 0 (via script commands, &quot;command('/setteam0 '+inttostr(id))&quot;). So far, it is okay. BUT, when you type &quot;/&quot; to see the IDs on the charts (pressing F1), the IDs are all misplaced!&#13;
&#13;
That only happens with team 0 players; when you join Alpha/Bravo/Spec later your ID is right next to your name (where it should be). While in team 0, the IDs are all misplaced.&#13;
&#13;
Second Bug (color): In the same situations as described above (I mean EXACTLY the same), the color of your name appears as if you were in the team you tried to join (in case, Alpha/Bravo). That means if you enter the server and try to join Bravo, you will be automatically moved to team 0 (via script, as mentioned above), but the color of your name in the F1 chart will appear as blue (and red if you try to join Alpha).</description>
        <steps_to_reproduce>Create an easy script that will set you to team 0 when you join the game, press F1 and then &quot;/&quot; to see the IDs and the colors of your name.&#13;
&#13;
Or, join my server (name: (WM)M79 Coop Climb) and see it for yourself. :D</steps_to_reproduce>
        <additional_information>I don't know if it happens in Deathmatch servers too, but as far as I am concerned, it happens while in CTF mode.&#13;
&#13;
You can see what I mean in the screenshot. I tried to join Bravo team, it set me to team 0. Then, my ID is misplaced and my my color is blue (even though my shirt color is set to cyan).&#13;
&#13;
P.S.: The &quot;music playing.. Music paused..&quot; was just to clear the background :P</additional_information>
    </issue>
    <issue>
        <id>257</id>
        <project id="1">Soldat</project>
        <reporter id="573">Drummer</reporter>
        <handler id="300">zakath</handler>
        <priority id="50">urgent</priority>
        <severity id="60">major</severity>
        <reproducibility id="50">random</reproducibility>
        <status id="30">acknowledged</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="9">Other</category>
        <date_submitted>1351090425</date_submitted>
        <last_updated>1429260173</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>7</os_build>
        <platform>x64</platform>
        <version>1.6.3</version>
        <view_state id="10">public</view_state>
        <summary>Wrong version map bug</summary>
        <due_date>1</due_date>
        <profile_id>17</profile_id>
        <description>Everytime after the mapchage,players get &quot;Wrong map version message&quot; and after a few reconnects it seems fine. Happens very often.</description>
        <steps_to_reproduce>Join the server/mapchange,after a few seconds u get that error</steps_to_reproduce>
        <additional_information>It happened in the past,on ctf_Laos map,now it happens on all maps. Maybe this can be caused by bad scripting. Please respond ASAP.</additional_information>
    </issue>
    <issue>
        <id>214</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="579">utkesmer</reporter>
        <handler id="34">Shoozza</handler>
        <priority id="20">low</priority>
        <severity id="40">tweak</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="14">Scripting Core</category>
        <date_submitted>1337530710</date_submitted>
        <last_updated>1429136888</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>7</os_build>
        <platform>x64</platform>
        <version>2.7.3</version>
        <fixed_in_version>2.7.4</fixed_in_version>
        <view_state id="10">public</view_state>
        <summary>WriteConsole doesn't write an integer unless there is a written string near it.</summary>
        <due_date>1</due_date>
        <profile_id>17</profile_id>
        <description>I'm going to explain this very shortly.&#13;
&#13;
This line below, doesn't write anything to console.&#13;
&#13;
WriteConsole(ID, INTToSTR(D), GOLD);&#13;
&#13;
D is an integer and has a value of 0&quot;.&#13;
GOLD is a constant and defined as &quot;$FFD700&quot;.&#13;
&#13;
When I change the line as shown below, it works.&#13;
&#13;
WriteConsole(ID, INTToSTR(D)+'asd', GOLD);&#13;
&#13;
This one works but I, of course didn't want that &quot;asd&quot; so I tried the line below.&#13;
&#13;
WriteConsole(ID, INTToSTR(D)+'', GOLD);&#13;
&#13;
This doesn't work too. Then, I put a space there as you can see below.&#13;
&#13;
WriteConsole(ID, INTToSTR(D)+' ', GOLD);&#13;
&#13;
This works.&#13;
&#13;
I think it's all clear.</description>
        <steps_to_reproduce>Load the script I added here. It won't write anything. But if you do the changes I mentioned, it will. You know what to do of course, just filling the form.</steps_to_reproduce>
    </issue>
    <issue>
        <id>235</id>
        <project id="1">Soldat</project>
        <reporter id="574">Bistoufly</reporter>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="20">feedback</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="8">Multiplayer</category>
        <date_submitted>1340451714</date_submitted>
        <last_updated>1429132843</last_updated>
        <eta id="10">none</eta>
        <view_state id="10">public</view_state>
        <summary>Hit not registering while sliding.</summary>
        <due_date>1</due_date>
        <description>Here is an easily reproducible bug.&#13;
&#13;
If you pass by an enemy player while sliding and you shoot at him. The hit won't register.&#13;
It's easier to understand if you watch the demo I attached.&#13;
Notice how is seems Fryer isn't shooting at all.&#13;
While in fact he is, and on his screen he sees the explosions.&#13;
&#13;
Demo attached.&#13;
&#13;
  </description>
        <steps_to_reproduce>1: take the m79&#13;
2: slide towards a still enemy player &#13;
3: when you reach his position , shoot.&#13;
4: you'll see an explosion, but your opponent won't.&#13;
And he will suffer no damage.</steps_to_reproduce>
    </issue>
    <issue>
        <id>187</id>
        <project id="1">Soldat</project>
        <reporter id="65">dst</reporter>
        <handler id="3">skoskav</handler>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="70">have not tried</reproducibility>
        <status id="40">confirmed</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="3">Gameplay</category>
        <date_submitted>1335206282</date_submitted>
        <last_updated>1429132843</last_updated>
        <eta id="10">none</eta>
        <view_state id="10">public</view_state>
        <summary>ricocheting bullets often do no damage</summary>
        <due_date>1</due_date>
        <description>if you shoot someone who's standing still and the bullet ricochets where the person is standing, the bullet does not hit nor deal damage. i've noticed this with the barrett but i think other weapons are affected aswell.</description>
    </issue>
    <issue>
        <id>234</id>
        <project id="1">Soldat</project>
        <reporter id="574">Bistoufly</reporter>
        <priority id="30">normal</priority>
        <severity id="60">major</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="30">acknowledged</status>
        <resolution id="30">reopened</resolution>
        <projection id="10">none</projection>
        <category id="8">Multiplayer</category>
        <date_submitted>1340450133</date_submitted>
        <last_updated>1429132830</last_updated>
        <eta id="10">none</eta>
        <fixed_in_version>1.6.4</fixed_in_version>
        <view_state id="10">public</view_state>
        <summary>M79 eating ( easily reproducible )</summary>
        <due_date>1</due_date>
        <description>There is a simple way to reproduce m79 eats.&#13;
&#13;
If the player shooting is falling;&#13;
and the target is jumping and jetting;&#13;
the target will eat the m79 bullet.&#13;
&#13;
Demo attached</description>
    </issue>
    <issue>
        <id>164</id>
        <project id="1">Soldat</project>
        <reporter id="540">DutchFlame</reporter>
        <priority id="40">high</priority>
        <severity id="60">major</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="30">acknowledged</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="3">Gameplay</category>
        <date_submitted>1329778175</date_submitted>
        <last_updated>1429131974</last_updated>
        <eta id="10">none</eta>
        <os>any</os>
        <os_build>any</os_build>
        <platform>any </platform>
        <view_state id="10">public</view_state>
        <summary>The so called ''eating'' Or translated as not registered actions (grenades, bullets, boost etc)</summary>
        <due_date>1</due_date>
        <profile_id>28</profile_id>
        <description>In a server you throw a grenade at the ground and step on it, theres a 50/50 chance you will not die, this is also the same with shooting at enemies throwing grenades at them and any other thing.&#13;
&#13;
Also in servers where you have above 50 ping the game doesn't registrate alot more then usually. For example you play in a Australian server with 300 ping (normally 16/33) You and the enemy eat for 70 to 80% of any action. Even better demonstrated: boost yourself in a high ping server and you will die instead of being boosted.&#13;
&#13;
</description>
        <steps_to_reproduce>Play in any server against enemies (try multiple servers for example australian brazilian polish etc.) Play for a while and notice your gameplay. (sometimes it happens alot sometimes it doesn't. </steps_to_reproduce>
        <additional_information>This is a high priority issue and needs to be solved ASAP. (speaking for alot of players)&#13;
&#13;
Not going to upload demos for this since it's easy to reproduce.</additional_information>
    </issue>
    <issue>
        <id>220</id>
        <project id="1">Soldat</project>
        <reporter id="347">Mr</reporter>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="40">confirmed</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="3">Gameplay</category>
        <date_submitted>1338318269</date_submitted>
        <last_updated>1429130686</last_updated>
        <eta id="10">none</eta>
        <version>1.6.3</version>
        <view_state id="10">public</view_state>
        <summary>Other weapons reloading like Spas after being picked up</summary>
        <due_date>1</due_date>
        <description>See description/steps to reproduce</description>
        <steps_to_reproduce>1) Get a Spas and any other weapon&#13;
2) Fire a few shots with the other weapon&#13;
3) Throw the other (non-spas) weapon away and stand on it, switch to the Spas&#13;
4) Fire a few shots with the Spas, start reloading it&#13;
5) Before reloading the Spas is done, throw the Spas away. The other weapon will be picked up without delay and continue to reload like the Spas.</steps_to_reproduce>
    </issue>
    <issue>
        <id>103</id>
        <project id="1">Soldat</project>
        <reporter id="438">xeno</reporter>
        <priority id="30">normal</priority>
        <severity id="20">trivial</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="40">confirmed</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="4">John</category>
        <date_submitted>1318496145</date_submitted>
        <last_updated>1429129366</last_updated>
        <eta id="10">none</eta>
        <version>1.6.2</version>
        <view_state id="10">public</view_state>
        <summary>Scoreboard displays at a new game start after ending an unlooped map series</summary>
        <due_date>1</due_date>
        <description>If the game's played without looping maps and the maplist's exhausted (completed), the automatic game-end scoreboard's shown and it'll return to the main menu. If to start another game, the scoreboard's automatically shown.&#13;
&#13;
This will not happen if the final scoreboard's switched off (and even back on) using F1 at the end of the last game nor will it happen if you quit the game before the game automatically returns to the main menu.</description>
        <steps_to_reproduce>The description should cover that.</steps_to_reproduce>
    </issue>
    <issue>
        <id>148</id>
        <project id="1">Soldat</project>
        <reporter id="248">SyavX</reporter>
        <priority id="30">normal</priority>
        <severity id="30">text</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="30">acknowledged</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="4">John</category>
        <date_submitted>1325763556</date_submitted>
        <last_updated>1429119818</last_updated>
        <eta id="10">none</eta>
        <version>1.6.2</version>
        <view_state id="10">public</view_state>
        <summary>Objective drop event texts (INF &amp;  HTF modes)</summary>
        <due_date>1</due_date>
        <description>In an Infiltration mode there is a &quot;%s captured the Objective&quot; message for the black flag capture event, but messages for the drop event are wrong:&#13;
&quot;%s dropped the %s Flag&quot;&#13;
&quot;%s Flag dropped!&quot;&#13;
Where flag color replaced with a &quot;Blue&quot; text.&#13;
&#13;
In a Hold The Flag mode there is a &quot;%s captured the Objective&quot; message for the yellow flag capture event, but there is no &quot;%s dropped the Objective&quot; and &quot;Objective dropped!&quot; messages.&#13;
&#13;
Summary:&#13;
1. add a new line &quot;%s dropped the Objective&quot;&#13;
2. add a new line &quot;Objective dropped!&quot;&#13;
3. replace &quot;% dropped the %s Flag&quot; with a new &quot;%s dropped the Objective&quot; (INF mode)&#13;
4. replace &quot;%s Flag dropped!&quot; with a new &quot;Objective dropped!&quot; (INF mode)&#13;
5. add a new &quot;%s dropped the Objective&quot; message for the yellow flag drop event (HTF mode)&#13;
6. add a new &quot;Objective dropped!&quot; message for the yellow flag drop event (HTF mode)</description>
    </issue>
    <issue>
        <id>520</id>
        <project id="1">Soldat</project>
        <reporter id="343">homerofgods</reporter>
        <handler id="34">Shoozza</handler>
        <priority id="40">high</priority>
        <severity id="60">major</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="9">Other</category>
        <date_submitted>1390860582</date_submitted>
        <last_updated>1429118962</last_updated>
        <eta id="10">none</eta>
        <fixed_in_version>1.6.9</fixed_in_version>
        <view_state id="10">public</view_state>
        <summary>Stacking CPU when entering/exiting games</summary>
        <due_date>1</due_date>
        <description>When you start a game or enter an online game your pc raises the cpu usage a bit, but it doesn't reset after you have exited the server. You have to quit the game to desctop and start Soldat all over if you're entering and exiting games alot and want to keep your cpu low. Or else it will continue to get higher and higher until you get error messages. </description>
        <steps_to_reproduce>Enter and exit games without exit to desctop. You will probbably hear your cpu start to work pretty hard after a few rejoins.</steps_to_reproduce>
        <additional_information>There should be a cpu reset after every time you exit a game to menu don't you think?</additional_information>
    </issue>
    <issue>
        <id>333</id>
        <project id="1">Soldat</project>
        <reporter id="343">homerofgods</reporter>
        <handler id="34">Shoozza</handler>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="30">sometimes</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="48">Graphics</category>
        <date_submitted>1374363852</date_submitted>
        <last_updated>1429118947</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>7</os_build>
        <platform>x64</platform>
        <fixed_in_version>1.6.9</fixed_in_version>
        <view_state id="10">public</view_state>
        <summary>Memory crash</summary>
        <due_date>1</due_date>
        <profile_id>17</profile_id>
        <description>Soldat uses more memory every time you create and leave a game, becoming more and more slugish, eventually crashing&#13;
Happens in all versions of soldat</description>
        <steps_to_reproduce>Join a server or a sigleplayer game.&#13;
Press Esc, exit&#13;
Enter the game again&#13;
&#13;
Repeat this until game crashes and you get the error message</steps_to_reproduce>
    </issue>
    <issue>
        <id>160</id>
        <project id="1">Soldat</project>
        <reporter id="34">Shoozza</reporter>
        <handler id="34">Shoozza</handler>
        <priority id="30">normal</priority>
        <severity id="60">major</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="11">Singleplayer</category>
        <date_submitted>1329398639</date_submitted>
        <last_updated>1429118931</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>XP SP3 </os_build>
        <platform>x86</platform>
        <version>1.6.2</version>
        <fixed_in_version>1.6.9</fixed_in_version>
        <view_state id="10">public</view_state>
        <summary>High CPU usage when quitting while map chages and rejoining</summary>
        <due_date>1</due_date>
        <profile_id>13</profile_id>
        <description>When leaving the game while the map is changing and rejoining later makes soldat use tons of CPU power.</description>
        <steps_to_reproduce>1.) create a game with 0 bots on ctf_Cobra (non realistic, non survival)&#13;
2.) ingame write /map ctf_Viet&#13;
3.) wait a few seconds and leave when the map is still in it's changing state (3-5 seconds approx - didn't count)&#13;
4.) join the game one second after you left&#13;
5.) you should notice high cpu useage</steps_to_reproduce>
        <additional_information>Window mode resize seems not to affect this bug.&#13;
&#13;
But seems to be in Soldat 1.6.0 too.</additional_information>
    </issue>
    <issue>
        <id>323</id>
        <project id="1">Soldat</project>
        <reporter id="592">rzaba</reporter>
        <handler id="34">Shoozza</handler>
        <priority id="30">normal</priority>
        <severity id="60">major</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="48">Graphics</category>
        <date_submitted>1371558201</date_submitted>
        <last_updated>1429118920</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>7</os_build>
        <platform>x86</platform>
        <version>1.6.3</version>
        <fixed_in_version>1.6.9</fixed_in_version>
        <view_state id="10">public</view_state>
        <summary>Starting single player game a few times causes FPS drop</summary>
        <due_date>1</due_date>
        <profile_id>15</profile_id>
        <description>When you start a single player game a few times you can notice a slight FPS drop. This makes the game unplayable on slower computers.</description>
        <steps_to_reproduce>Open Soldat and start a single player game. Leave it and start a new single player game. After doing this about 4/5 times you will notice that the frame rate is lower than usual.</steps_to_reproduce>
        <additional_information>In my case the frame rate changes from 60 fps to ~40 fps. If you have a fast computer, you will have to disable FPS limit or set it to a higher value in the soldat config (on a fast computer Soldat runs at let's say 200 fps; if you try to reproduce this bug, the frame rate should change to about 170-180 fps; if you enable the FPS limit, you won't notice any difference, unless you set the FPS limit to a higher value than the default (60 fps)). Restarting Soldat will solve the problem.</additional_information>
    </issue>
    <issue>
        <id>184</id>
        <project id="1">Soldat</project>
        <reporter id="550">TheOne</reporter>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="50">random</reproducibility>
        <status id="40">confirmed</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="3">Gameplay</category>
        <date_submitted>1334690648</date_submitted>
        <last_updated>1429112672</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>XP SP3 </os_build>
        <platform>x86</platform>
        <version>1.6.2</version>
        <view_state id="10">public</view_state>
        <summary>Invisible kits</summary>
        <due_date>1</due_date>
        <profile_id>13</profile_id>
        <description>I often found myself completely healed or equipped with grenades at a spot where kits spawn, but none lay there clientsided. I have no other explanation than some are invisible. Packetloss?</description>
    </issue>
    <issue>
        <id>179</id>
        <project id="1">Soldat</project>
        <reporter id="550">TheOne</reporter>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="50">random</reproducibility>
        <status id="20">feedback</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="3">Gameplay</category>
        <date_submitted>1333749153</date_submitted>
        <last_updated>1429112667</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>XP SP3 </os_build>
        <platform>x86</platform>
        <version>1.6.2</version>
        <view_state id="10">public</view_state>
        <summary>Regenerative Polygon: Fake-Healing</summary>
        <due_date>1</due_date>
        <profile_id>13</profile_id>
        <description>Randomly when you sit on a regenerating polygon, the heal-sound is played, but your health is not modified. You need to move a little so it will start to work. Confirmed by other players.</description>
    </issue>
    <issue>
        <id>56</id>
        <project id="1">Soldat</project>
        <reporter id="96">DorkeyDear</reporter>
        <priority id="20">low</priority>
        <severity id="20">trivial</severity>
        <reproducibility id="50">random</reproducibility>
        <status id="20">feedback</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="8">Multiplayer</category>
        <date_submitted>1316485470</date_submitted>
        <last_updated>1429112314</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>7</os_build>
        <platform>x86</platform>
        <version>1.6.0</version>
        <view_state id="10">public</view_state>
        <summary>Double text on speak</summary>
        <due_date>1</due_date>
        <profile_id>12</profile_id>
        <description>Sometimes (randomly), when speaking, two of what you said appears. This only appears for you (iirc), and others only see as if you spoke only once.</description>
    </issue>
    <issue>
        <id>182</id>
        <project id="1">Soldat</project>
        <reporter id="576">Tehbugerz1r</reporter>
        <priority id="40">high</priority>
        <severity id="60">major</severity>
        <reproducibility id="90">unable to reproduce</reproducibility>
        <status id="20">feedback</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="8">Multiplayer</category>
        <date_submitted>1334338730</date_submitted>
        <last_updated>1429105141</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>XP SP3 </os_build>
        <platform>x86</platform>
        <version>1.6.2</version>
        <view_state id="10">public</view_state>
        <summary>Double Character Bug</summary>
        <due_date>1</due_date>
        <profile_id>13</profile_id>
        <description>This bug is probably related to profiles.&#13;
It caused two characters to spawn, one of which resembled the glue bug (Issue #134).&#13;
Detected as cheating. Server initiates a vote ban.&#13;
May be linked to a zero minute ban.</description>
    </issue>
    <issue>
        <id>122</id>
        <project id="1">Soldat</project>
        <reporter id="556">x7thh0ah</reporter>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="20">feedback</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="8">Multiplayer</category>
        <date_submitted>1319386576</date_submitted>
        <last_updated>1429103919</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>XP SP3 </os_build>
        <platform>x86</platform>
        <version>1.6.2</version>
        <view_state id="10">public</view_state>
        <summary>Soldat automatically join to last joined server when playing LAN game</summary>
        <due_date>1</due_date>
        <profile_id>13</profile_id>
        <description>Very annoying bug happened to me when I was playing with bots (I have problems with my connection with Internet and I lag, so temporary I play only on my LAN with bots) and when changing map, game suddenly joined me to last server I was playing. When I deleted IP and port from window, game still tried to join, but it showed an error &quot;File could not be downloaded&quot;. It's really annoying and - for me - it's another reason to keep playing much less buggy 1.5.0 version.</description>
        <steps_to_reproduce>1. Start Soldat.&#13;
2. Choose some maps (at least 4 to 6)&#13;
3. Play&amp;Pray - maybe you will have &quot;luck&quot; and game will join you somewhere.</steps_to_reproduce>
    </issue>
    <issue>
        <id>172</id>
        <project id="1">Soldat</project>
        <reporter id="347">Mr</reporter>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="30">sometimes</reproducibility>
        <status id="10">new</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="8">Multiplayer</category>
        <date_submitted>1331753602</date_submitted>
        <last_updated>1429102159</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>7 SP1</os_build>
        <platform>x64</platform>
        <version>1.6.2</version>
        <view_state id="10">public</view_state>
        <summary>Client reconnects to previously crashed server after joining another game</summary>
        <due_date>1</due_date>
        <profile_id>28</profile_id>
        <description>See summary/steps to reproduce&#13;
</description>
        <steps_to_reproduce>1) Join a server you can shutdown uncleanly&#13;
2) kill -9 the server&#13;
3) Quit to Soldat's lobby after a few 'Connection error' messages&#13;
4) Join another server&#13;
5) Restart the server you previously killed&#13;
&#13;
The client sometimes rejoins or changes to the map of the previously 'crashed' server - this should not happen.&#13;
</steps_to_reproduce>
    </issue>
    <issue>
        <id>114</id>
        <project id="1">Soldat</project>
        <reporter id="507">Falcon</reporter>
        <priority id="20">low</priority>
        <severity id="50">minor</severity>
        <reproducibility id="30">sometimes</reproducibility>
        <status id="40">confirmed</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="8">Multiplayer</category>
        <date_submitted>1318966389</date_submitted>
        <last_updated>1429098928</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>7 SP1</os_build>
        <platform>x64</platform>
        <version>1.6.2</version>
        <view_state id="10">public</view_state>
        <summary>Being able to control another player's (or bots) unit</summary>
        <due_date>1</due_date>
        <profile_id>28</profile_id>
        <description>Sometimes (very rarely actually) when you join the game you it happens that you can see the indicator above someone else's gostek which you're able to actually control. When server's packet about it's actuall position comes it warps to it so that you're not controling it overall. In the same time your own gostek is automagicly following the bugged one (you can see it on your screen). That bug requires much luck, a bit less if you or someone using your net has launched something heavy (torrents for instance).</description>
        <steps_to_reproduce>1. launch something that'll eat your entire network bandwidth (torrents for instance)&#13;
2. try to join some server&#13;
3. wish yourself a luck</steps_to_reproduce>
        <additional_information>Demo attached, i'm (SP) Falcon and Nightmare is a bot.</additional_information>
    </issue>
    <issue>
        <id>134</id>
        <project id="1">Soldat</project>
        <reporter id="562">Aardwolf</reporter>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="50">random</reproducibility>
        <status id="40">confirmed</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="8">Multiplayer</category>
        <date_submitted>1321235822</date_submitted>
        <last_updated>1429098909</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>7</os_build>
        <platform>x64</platform>
        <version>1.6.2</version>
        <view_state id="10">public</view_state>
        <summary>Glued to other player (duplicate id?)</summary>
        <due_date>1</due_date>
        <profile_id>17</profile_id>
        <description>It seems as if myself and another player were given the same player ID, and thus everything I did affected him, and vice versa.&#13;
&#13;
It has happened to me once again since I posted about it on the forum ( http://forums.soldat.pl/index.php?topic=41258.new;topicseen#new ) but I didn't manage to check my &quot;duplicate id&quot; hypothesis.</description>
        <additional_information>It may have something to do with packet loss, as my connection is dropping packets like crazy (eats, color bug, game ending without moving to the next map, etc.)</additional_information>
    </issue>
    <issue>
        <id>378</id>
        <project id="1">Soldat</project>
        <reporter id="343">homerofgods</reporter>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="30">sometimes</reproducibility>
        <status id="30">acknowledged</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="9">Other</category>
        <date_submitted>1376059244</date_submitted>
        <last_updated>1429050870</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>7</os_build>
        <platform>x64</platform>
        <version>1.6.5</version>
        <view_state id="10">public</view_state>
        <summary>Fireinterval timer bar when spectating</summary>
        <due_date>1</due_date>
        <profile_id>17</profile_id>
        <description>When you are spectating a bot in a singleplayer game you can clearly see their fireinterval bar moving as it should. But in online servers that isn't allways the case. Mostly they are stuck at 100% all the time, even though the player has fully reloaded.&#13;
Uploaded a picture of a 'fully reloaded' fireinterval-bar</description>
        <steps_to_reproduce>Join a server and spectate someone&#13;
See that the fire interval bar doesn't move at all.&#13;
</steps_to_reproduce>
        <additional_information>To be able to see ammo and hp is a server setting so you need to try it on for example Shoozzas server.</additional_information>
    </issue>
    <issue>
        <id>309</id>
        <project id="1">Soldat</project>
        <reporter id="548">McWise</reporter>
        <handler id="34">Shoozza</handler>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="9">Other</category>
        <date_submitted>1359464381</date_submitted>
        <last_updated>1429042542</last_updated>
        <eta id="10">none</eta>
        <version>1.6.3</version>
        <fixed_in_version>1.6.9</fixed_in_version>
        <view_state id="10">public</view_state>
        <summary>Alt key can be assigned to actions but doesn't trigger this action</summary>
        <due_date>1</due_date>
        <description>You can assign the Alt key to an action in the Options menu, but Alt key doesn't trigger the option ingame (I guess due to the fact that it's primarily for taunts).</description>
        <steps_to_reproduce>Assign the Alt key to an action.&#13;
Start a local game.&#13;
Press Alt and see the action not happening.</steps_to_reproduce>
    </issue>
    <issue>
        <id>530</id>
        <project id="1">Soldat</project>
        <reporter id="343">homerofgods</reporter>
        <handler id="34">Shoozza</handler>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="3">Gameplay</category>
        <date_submitted>1392752563</date_submitted>
        <last_updated>1429042509</last_updated>
        <eta id="10">none</eta>
        <fixed_in_version>1.6.9</fixed_in_version>
        <view_state id="10">public</view_state>
        <summary>Holding Alt key (when taunting) stop shooting.</summary>
        <due_date>1</due_date>
        <description>You can't Shoot while holding alt-key. &#13;
For exmple, if you want to do a taunt while you're on a Steyr rampage, the shooting will stop in the period where you hold the alt-key.</description>
        <steps_to_reproduce>Pick an auto weapon (ak, steyr, hk, minimi, minigun)&#13;
Hold left mouse button to shoot&#13;
Press alt-key and see that you stop shooting :s</steps_to_reproduce>
    </issue>
    <issue>
        <id>606</id>
        <project id="1">Soldat</project>
        <reporter id="548">McWise</reporter>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="10">new</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="3">Gameplay</category>
        <date_submitted>1429041150</date_submitted>
        <last_updated>1429041150</last_updated>
        <eta id="10">none</eta>
        <version>1.6.8</version>
        <view_state id="10">public</view_state>
        <summary>barret bink rolls over to secondary gun</summary>
        <due_date>1</due_date>
        <description>Quote of Cheeseman: barret bink rolls over to secondary gun so if you miss your barret shot because of a huge amount of bink and then switch to LAW/SOCOM you can't aim it at all.</description>
        <steps_to_reproduce>have someone shoot you with an auto while having barret equipped. switch to ussocom/law and notice the bink effect</steps_to_reproduce>
    </issue>
    <issue>
        <id>274</id>
        <project id="1">Soldat</project>
        <reporter id="343">homerofgods</reporter>
        <handler id="34">Shoozza</handler>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="9">Other</category>
        <date_submitted>1354539949</date_submitted>
        <last_updated>1429040155</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>7 SP1</os_build>
        <platform>x64</platform>
        <version>1.6.3</version>
        <fixed_in_version>1.6.9</fixed_in_version>
        <view_state id="10">public</view_state>
        <summary>Freecam while pausing (f10)</summary>
        <due_date>1</due_date>
        <profile_id>28</profile_id>
        <description>When you are in freecam you can normally stop the screen from moving by pressing the 'up' key. But when you have paused with F10 or Esc you can't use 'up' key.&#13;
&#13;
I use this when I record demos, especially when I want a steady freecam in a specific location of the map before the players start playing. Then I have to pause real quick, find my location, and go out of pause for a short time to press 'up'.</description>
        <steps_to_reproduce>Spectate a game, pause F10, try to stop the screen from moving with the 'up' key.</steps_to_reproduce>
    </issue>
    <issue>
        <id>12</id>
        <project id="1">Soldat</project>
        <reporter id="34">Shoozza</reporter>
        <handler id="34">Shoozza</handler>
        <priority id="20">low</priority>
        <severity id="20">trivial</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="80">resolved</status>
        <resolution id="50">not fixable</resolution>
        <projection id="10">none</projection>
        <category id="9">Other</category>
        <date_submitted>1315936093</date_submitted>
        <last_updated>1429018591</last_updated>
        <eta id="10">none</eta>
        <version>1.6.0</version>
        <fixed_in_version>1.6.1</fixed_in_version>
        <view_state id="10">public</view_state>
        <summary>Soldat.exe icon is low quality</summary>
        <due_date>1</due_date>
        <description>Soldat.exe's icon looks low quality compared to the uninstaller icon.</description>
        <steps_to_reproduce>Open Soldat's folder&#13;
Make sure the icon size is large.&#13;
Look at the Soldat.exe Icon and compare it to the uninstaller icon.&#13;
&#13;
The quality is better in the uninstaller icon.</steps_to_reproduce>
        <additional_information>Icon quality should be the same in Soldat.exe.</additional_information>
    </issue>
    <issue>
        <id>397</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="96">DorkeyDear</reporter>
        <priority id="30">normal</priority>
        <severity id="60">major</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="20">feedback</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="14">Scripting Core</category>
        <date_submitted>1377265132</date_submitted>
        <last_updated>1428935454</last_updated>
        <eta id="10">none</eta>
        <os>Ubuntu</os>
        <os_build>12.04</os_build>
        <version>2.7.5</version>
        <view_state id="10">public</view_state>
        <summary>External libraries are not searched for in the server root directory</summary>
        <due_date>1</due_date>
        <description>In the previous server version, loading an external library (such as .so or .dll) allowed for the library to be in the root of the server folder. In 2.7.5, it appears to not search in this directory.</description>
        <steps_to_reproduce>Try using an external library that is located in the root of the server directory.</steps_to_reproduce>
        <additional_information>If the library could not be found, during loading bytecode, the server shows the following:&#13;
` [*] [ScriptName] [Error] Unknown exception: Access violation`&#13;
&#13;
Putting the external library (on linux) in /usr/lib allowed for the library I tested with to be successfully loaded.</additional_information>
    </issue>
    <issue>
        <id>61</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="91">Quantifier</reporter>
        <handler id="34">Shoozza</handler>
        <priority id="50">urgent</priority>
        <severity id="60">major</severity>
        <reproducibility id="50">random</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="52">Admin-Client Protocol</category>
        <date_submitted>1316617684</date_submitted>
        <last_updated>1428885744</last_updated>
        <eta id="10">none</eta>
        <version>2.7.0</version>
        <fixed_in_version>2.7.9</fixed_in_version>
        <view_state id="10">public</view_state>
        <summary>Ambiguous admin protocol with REFRESH packet</summary>
        <due_date>1</due_date>
        <description>When admin client sends raw command REFRESHX, the server responds with line &quot;REFRESHX\r\n&quot;, then 1992 octets of binary data.&#13;
&#13;
Sometimes, the binary data does not immediately follow, when by race condition server sends a different line. Actual data is then misaligned with what admin client has read.&#13;
&#13;
Trailer of the packet is then read in line mode, possibly causing client to not recognize next &quot;REFRESHX\r\n&quot; line.</description>
    </issue>
    <issue>
        <id>484</id>
        <project id="1">Soldat</project>
        <reporter id="631">Viral</reporter>
        <handler id="3">skoskav</handler>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="30">sometimes</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="1">John</category>
        <date_submitted>1387465551</date_submitted>
        <last_updated>1427035774</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>7 SP1</os_build>
        <platform>x64</platform>
        <version>1.6.6</version>
        <fixed_in_version>1.6.9</fixed_in_version>
        <view_state id="10">public</view_state>
        <summary>Deadly poligons' slopes don't kill players.</summary>
        <due_date>1</due_date>
        <profile_id>28</profile_id>
        <description>A well placed deadly/bloody deadly poly doesn't kill player when jumping on it. instead it makes player stick to the deadly wall and allows a player to fall safely from it.</description>
        <steps_to_reproduce>It can work on a lot of polygons, but works best if created this way:&#13;
1. set your grid in PW to 32px (default)&#13;
2. create a polygon that is 1grate width(the samllest one), and 8 grates high&#13;
3. save and now try to jump on the slanted side.&#13;
(see image)&#13;
It should work 99% of the time you jump on/at it.</steps_to_reproduce>
        <additional_information>The bug can occour on different angles and poly shapes. </additional_information>
    </issue>
    <issue>
        <id>310</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="550">TheOne</reporter>
        <handler id="570">ExHunter</handler>
        <priority id="20">low</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="14">Scripting Core</category>
        <date_submitted>1360077468</date_submitted>
        <last_updated>1421840703</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>XP SP3 </os_build>
        <platform>x86</platform>
        <version>2.7.3</version>
        <fixed_in_version>2.7.9</fixed_in_version>
        <view_state id="10">public</view_state>
        <summary>ForceWeapon falsifies GetPlayerStat(Ammo)</summary>
        <due_date>1</due_date>
        <profile_id>13</profile_id>
        <description>Description of script:&#13;
When a player reloads his weapon, I detect that his ammunition is &gt;0 and want to force his ammo to a specific value. I call ForceWeapon with that ammunition parameter and the player's weapon has now that number of bullets.&#13;
&#13;
Problem:&#13;
When I use GetPlayerStat('Ammo') anytime after this event, it will return that the player has full clip ammunition. This lasts until the player turns to the other direction, sits or lays down. I assume that in those cases a new packet is sent which contains the real ammunition value. Forcing the weapon with the ammo on the player again doesn't help, the ammo value on the server is still set as if the weapon was full. As note, when the player shoots a bullet, the value on the server is just subtracted by one. Example with numbers, player reloads an ussocom with 12 shots, I force 5 bullets, server returns 12 as Ammo value, player shoots a bullet (has now actually 4 bullets), server returns 11 as Ammo value.</description>
    </issue>
    <issue>
        <id>601</id>
        <project id="1">Soldat</project>
        <reporter id="217">LoneR</reporter>
        <handler id="570">ExHunter</handler>
        <priority id="20">low</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="48">Graphics</category>
        <date_submitted>1415996206</date_submitted>
        <last_updated>1421834332</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>8.1</os_build>
        <platform>x64</platform>
        <fixed_in_version>1.6.9</fixed_in_version>
        <view_state id="10">public</view_state>
        <summary>Star and Flag icon in the scoreboard are scaled down.</summary>
        <due_date>1</due_date>
        <profile_id>46</profile_id>
        <description>In the scoreboard, Star for registered players and Flag icon for number of caps are not displayed in their original size. Instead they are scaled down and distorted.&#13;
&#13;
For comparison, Dot and DeadDot icons to the left of the player name are displayed in their original scale.</description>
        <steps_to_reproduce>Cap a flag and look at the Flag icon in the scoreboard. Or look at the star icon if you're a registered player.</steps_to_reproduce>
        <additional_information>- This seems to be an old issue dating back to v1.3 and possibly even further.&#13;
&#13;
- I've attached a screenshot showing a comparison between in-game and actual scale of the icons. The screenshot was taken while using game's native resolution.</additional_information>
    </issue>
    <issue>
        <id>404</id>
        <project id="1">Soldat</project>
        <reporter id="588">emteka</reporter>
        <handler id="570">ExHunter</handler>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="30">sometimes</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="3">Gameplay</category>
        <date_submitted>1377814162</date_submitted>
        <last_updated>1421328178</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>XP SP3 </os_build>
        <platform>x86</platform>
        <version>1.6.5</version>
        <fixed_in_version>1.6.9</fixed_in_version>
        <view_state id="10">public</view_state>
        <summary>Grenade packs and medkits spawns in wrong places</summary>
        <due_date>1</due_date>
        <profile_id>13</profile_id>
        <description>Few times per map nadepacks and medkits bonuses spawn in wrong spots like player spawns or for example predator kits, that happens even if &quot;special bonuses&quot; are turned off. But I think everyone have noticed that, we just forget about fixing it.</description>
    </issue>
    <issue>
        <id>595</id>
        <project id="1">Soldat</project>
        <reporter id="217">LoneR</reporter>
        <handler id="570">ExHunter</handler>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="3">Gameplay</category>
        <date_submitted>1414705082</date_submitted>
        <last_updated>1421328156</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>8.1</os_build>
        <platform>x64</platform>
        <view_state id="10">public</view_state>
        <summary>Grenade Kits spawn from non-grenade spawn points.</summary>
        <due_date>1</due_date>
        <profile_id>46</profile_id>
        <description>Grenade Kits confirmed to spawn from the following spawners:&#13;
&#13;
- Player spawns (including team spawns)&#13;
- Medkit spawns&#13;
- Bonus spawns (Vest, Cluster, Berserker, Predator, Flamer)&#13;
- Flag spawns (red, blue, black, white, yellow)&#13;
- Rambo Bow spawn&#13;
- Stationary Turret spawn&#13;
</description>
        <steps_to_reproduce>Download my test map (see attachments), go to the grenade kit spawn (2nd from the left), stand on it and keep throwing grenades until there are no grenade kits left in the spot you're standing in. Now go around the map and look at where the new grenade kits have spawned.&#13;
&#13;
Note: I don't recommend testing this in CTF, because it has a smaller number of grenade kits on the map. </steps_to_reproduce>
        <additional_information>use command /map testmap to run the map on gamemodes like CTF, HTF and INF.</additional_information>
    </issue>
    <issue>
        <id>604</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="396">JotEmI</reporter>
        <handler id="570">ExHunter</handler>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="14">Scripting Core</category>
        <date_submitted>1420982827</date_submitted>
        <last_updated>1421228630</last_updated>
        <eta id="10">none</eta>
        <version>2.7.8</version>
        <view_state id="10">public</view_state>
        <summary>SC3 Game.Password shows admin password instead of game password</summary>
        <due_date>1</due_date>
        <description>As in the title, property Game.Password returns Admin_Password from soldat.ini instead of Game_Password.</description>
        <steps_to_reproduce>function OnAdminCommand(Player: TActivePlayer; Command: string): boolean;&#13;
var&#13;
	txt: string;&#13;
begin&#13;
	txt:=lowercase(Command);&#13;
	Result:=false;&#13;
	if(txt='/showpass')then Player.WriteConsole('[*]Password: '+Game.Password,$FFFFFFFF);&#13;
end;&#13;
&#13;
begin&#13;
	Game.OnAdminCommand:=@OnAdminCommand;&#13;
end.</steps_to_reproduce>
    </issue>
    <issue>
        <id>346</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="396">JotEmI</reporter>
        <handler id="570">ExHunter</handler>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="50">assigned</status>
        <resolution id="30">reopened</resolution>
        <projection id="10">none</projection>
        <category id="14">Scripting Core</category>
        <date_submitted>1374885153</date_submitted>
        <last_updated>1421105403</last_updated>
        <eta id="10">none</eta>
        <os>Debian GNU/Linux</os>
        <os_build>5.0</os_build>
        <platform>i386</platform>
        <version>2.7.4</version>
        <view_state id="10">public</view_state>
        <summary>Different object styles in SpawnObject() and GetObjectStat()</summary>
        <due_date>1</due_date>
        <profile_id>31</profile_id>
        <description>Object styles in SpawnObject() and GetObjectStat() for Knife and Chainsaw are switched in new version. See the attachment.</description>
    </issue>
    <issue>
        <id>603</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="550">TheOne</reporter>
        <handler id="570">ExHunter</handler>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="14">Scripting Core</category>
        <date_submitted>1416516087</date_submitted>
        <last_updated>1420300177</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>XP SP3 </os_build>
        <platform>x86</platform>
        <version>2.7.8</version>
        <fixed_in_version>2.7.9</fixed_in_version>
        <view_state id="10">public</view_state>
        <summary>SetWeaponActive bugs weapons of a player on spawn</summary>
        <due_date>1</due_date>
        <profile_id>13</profile_id>
        <description>Someone touched SetWeaponActive method effects without telling us.&#13;
Out of a sudden it now forces fists on a player.&#13;
I attached a simple code file which shows you what I mean.</description>
        <steps_to_reproduce>Reproduce:&#13;
&#13;
    use /kill ingame&#13;
    pick AK + LAW while respawning&#13;
    notice that you keep the weapons&#13;
    use /rage&#13;
    use /kill again&#13;
    pick same weapons (both allowed and show up in the weapon menu)&#13;
    weapons disappear</steps_to_reproduce>
    </issue>
    <issue>
        <id>390</id>
        <project id="1">Soldat</project>
        <reporter id="396">JotEmI</reporter>
        <handler id="570">ExHunter</handler>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="3">Gameplay</category>
        <date_submitted>1376666739</date_submitted>
        <last_updated>1419982624</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>XP SP3 </os_build>
        <platform>x86</platform>
        <version>1.6.5</version>
        <view_state id="10">public</view_state>
        <summary>Knife blocking against dead body</summary>
        <due_date>1</due_date>
        <profile_id>13</profile_id>
        <description>If you throw a knife through the place where another player died it will be blocked like it'd hit a poly. This effect lasts until player's respawn so it's more noticeable in Survival mode. It's really ruining Dodgeball and other KO mods since knives can get stuck in mid-air.&#13;
More info and demo here http://forums.soldat.pl/index.php?topic=42761.0</description>
    </issue>
    <issue>
        <id>384</id>
        <project id="1">Soldat</project>
        <reporter id="343">homerofgods</reporter>
        <handler id="570">ExHunter</handler>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="30">sometimes</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="9">Other</category>
        <date_submitted>1376317336</date_submitted>
        <last_updated>1419982540</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>7</os_build>
        <platform>x64</platform>
        <version>1.6.5</version>
        <view_state id="10">public</view_state>
        <summary>Knife duplicates on object hit</summary>
        <due_date>1</due_date>
        <profile_id>17</profile_id>
        <description>I was recording a demo for this bug: http://bugs.soldat.pl/view.php?id=287 when I accedently recorded that the knife duplicated when I hit a crate.&#13;
&#13;
It happens 2 times in the demo. Sorry for the lagg, I forgot to turn off spotify.&#13;
Uploaded (2013-08-12_16-03-17_ctf_Ash)</description>
        <steps_to_reproduce>It happens sometimes, when you hit an object with a knife. It might be related to: http://bugs.soldat.pl/view.php?id=106</steps_to_reproduce>
    </issue>
    <issue>
        <id>106</id>
        <project id="1">Soldat</project>
        <reporter id="396">JotEmI</reporter>
        <handler id="570">ExHunter</handler>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="48">Graphics</category>
        <date_submitted>1318514929</date_submitted>
        <last_updated>1419982519</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>XP SP3 </os_build>
        <platform>x86</platform>
        <version>1.6.2</version>
        <fixed_in_version>1.6.9</fixed_in_version>
        <view_state id="10">public</view_state>
        <summary>Invisible knives</summary>
        <due_date>1</due_date>
        <profile_id>13</profile_id>
        <description>If you throw a knife through a dead body it'll become invisible until hitting other player or bullet colliding polygon.</description>
    </issue>
    <issue>
        <id>111</id>
        <project id="1">Soldat</project>
        <reporter id="182">As de Espada</reporter>
        <priority id="20">low</priority>
        <severity id="20">trivial</severity>
        <reproducibility id="30">sometimes</reproducibility>
        <status id="40">confirmed</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="9">Other</category>
        <date_submitted>1318800858</date_submitted>
        <last_updated>1416250912</last_updated>
        <eta id="10">none</eta>
        <version>1.6.2</version>
        <view_state id="10">public</view_state>
        <summary>Polygon bug caused by ordering</summary>
        <due_date>1</due_date>
        <description>sometimes there is a polybug and you can fix it by simply sending one of them to behind the other.&#13;
maybe you could investigate why this happens so you can avoid polybugs</description>
        <steps_to_reproduce>find a polybug on an overlapping poly.&#13;
open the map with a map editor&#13;
select the polys one each time and see the number of them (it is a count of polys)&#13;
send the one that is in front to back&#13;
polybug is fixed</steps_to_reproduce>
        <additional_information>if one poly count is like 53 and the other is like 55, take the second one and send it to back, so it will be 1 now.&#13;
If that doesn't work, take the first one and send it to front.</additional_information>
    </issue>
    <issue>
        <id>137</id>
        <project id="1">Soldat</project>
        <reporter id="567">Fym</reporter>
        <priority id="30">normal</priority>
        <severity id="60">major</severity>
        <reproducibility id="50">random</reproducibility>
        <status id="20">feedback</status>
        <resolution id="30">reopened</resolution>
        <projection id="10">none</projection>
        <category id="3">Gameplay</category>
        <date_submitted>1322653901</date_submitted>
        <last_updated>1416250877</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>XP SP3 </os_build>
        <platform>x86</platform>
        <version>1.6.2</version>
        <fixed_in_version>1.6.4</fixed_in_version>
        <view_state id="10">public</view_state>
        <summary>Sticky grenades</summary>
        <due_date>1</due_date>
        <profile_id>13</profile_id>
        <description>Grenades stick to terrain and stop moving further along its trajectory. They tremble on the sticky spot and then explode.</description>
        <steps_to_reproduce>Random bug</steps_to_reproduce>
    </issue>
    <issue>
        <id>574</id>
        <project id="1">Soldat</project>
        <reporter id="540">DutchFlame</reporter>
        <handler id="570">ExHunter</handler>
        <priority id="40">high</priority>
        <severity id="50">minor</severity>
        <reproducibility id="30">sometimes</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="3">Gameplay</category>
        <date_submitted>1404225236</date_submitted>
        <last_updated>1416062677</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>7 SP1</os_build>
        <platform>x64</platform>
        <version>1.6.7</version>
        <view_state id="10">public</view_state>
        <summary>Weapon - LAW trouble</summary>
        <due_date>1</due_date>
        <profile_id>28</profile_id>
        <description>LAW sometimes does not shoot.&#13;
It happens dozens of times and lots of players confirmed this.&#13;
It differs per game.</description>
        <steps_to_reproduce>Just play a game and try to shoot a law quickly by sitting</steps_to_reproduce>
        <additional_information>Looks like a new minor bug since the latest version.</additional_information>
    </issue>
    <issue>
        <id>596</id>
        <project id="1">Soldat</project>
        <reporter id="217">LoneR</reporter>
        <priority id="40">high</priority>
        <severity id="60">major</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="10">new</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="3">Gameplay</category>
        <date_submitted>1414718866</date_submitted>
        <last_updated>1416001966</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>8.1</os_build>
        <platform>x64</platform>
        <version>1.6.8</version>
        <view_state id="10">public</view_state>
        <summary>Background &amp; Background Transition polygons no longer work correctly</summary>
        <due_date>1</due_date>
        <profile_id>46</profile_id>
        <description>Background Polygons still appear in the background (bullets and grenades appear in front of BG Polygons) and player can still shoot through them. However player cannot move through Background Polygons because they now collide with the player.&#13;
&#13;
Background Transition polygons don't collide with the player at all.</description>
    </issue>
    <issue>
        <id>159</id>
        <project id="4">Soldat Maps</project>
        <reporter id="182">As de Espada</reporter>
        <handler id="574">Bistoufly</handler>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="50">assigned</status>
        <resolution id="30">reopened</resolution>
        <projection id="10">none</projection>
        <category id="20">Other</category>
        <date_submitted>1329369674</date_submitted>
        <last_updated>1415614456</last_updated>
        <eta id="10">none</eta>
        <fixed_in_version>1.6.3</fixed_in_version>
        <view_state id="10">public</view_state>
        <summary>Dirty maps in terms of scenery</summary>
        <due_date>1</due_date>
        <description>I noticed that not all default maps are clean (in terms of scenery). The maps have some scenery on the used list but are not actually on the map.</description>
        <steps_to_reproduce>open ctf_Division on Polyworks, go on the scenery window, click the small arrow and click &quot;clear unused&quot;. You'll see that several scenery disappear.</steps_to_reproduce>
        <additional_information>Maybe fryer can come with some automated cleaner so we don't have to go on the maps one by one.</additional_information>
    </issue>
    <issue>
        <id>320</id>
        <project id="1">Soldat</project>
        <reporter id="540">DutchFlame</reporter>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="50">random</reproducibility>
        <status id="10">new</status>
        <resolution id="40">unable to reproduce</resolution>
        <projection id="10">none</projection>
        <category id="5">Lobby</category>
        <date_submitted>1371497989</date_submitted>
        <last_updated>1415547848</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>7 SP1</os_build>
        <platform>x64</platform>
        <version>1.6.3</version>
        <view_state id="10">public</view_state>
        <summary>Crash when trying to request servers in the soldat lobby.</summary>
        <due_date>1</due_date>
        <profile_id>28</profile_id>
        <description>When you start over a single player game a few times, and right after try to request servers in the multi-player lobby, it will fail to do so.</description>
        <steps_to_reproduce>Start soldat, start a single player. leave it, start a new single player. Do this around 3/5 times. Go to the lobby. Click request servers.</steps_to_reproduce>
        <additional_information>Happens to multiple players.&#13;
Doesn't matter what kind of single player you start.&#13;
</additional_information>
    </issue>
    <issue>
        <id>525</id>
        <project id="1">Soldat</project>
        <reporter id="574">Bistoufly</reporter>
        <handler id="34">Shoozza</handler>
        <priority id="10">none</priority>
        <severity id="10">feature</severity>
        <reproducibility id="100">N/A</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="9">Other</category>
        <date_submitted>1392651997</date_submitted>
        <last_updated>1415472775</last_updated>
        <eta id="10">none</eta>
        <view_state id="10">public</view_state>
        <summary>Numpad taunts</summary>
        <due_date>1</due_date>
        <description>Add the ability to configure taunt using the numpad keys.</description>
        <additional_information>forum suggestion thread: http://forums.soldat.pl/index.php?topic=43007.0</additional_information>
    </issue>
    <issue>
        <id>592</id>
        <project id="1">Soldat</project>
        <reporter id="631">Viral</reporter>
        <handler id="570">ExHunter</handler>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="4">John</category>
        <date_submitted>1413118207</date_submitted>
        <last_updated>1413973029</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>7 SP1</os_build>
        <platform>x64</platform>
        <version>1.6.8b2</version>
        <view_state id="10">public</view_state>
        <summary>Word Text covering chat</summary>
        <due_date>1</due_date>
        <profile_id>28</profile_id>
        <description>At the moment, when you place WorldTexts in non-static position on the screen it will cover the chat, making it unreadable.&#13;
&#13;
Possible solution: Set the WorldTexts behind :)</description>
        <steps_to_reproduce>Spawn WorldTexts in non-static position.&#13;
Move camera around to see that it's in front of the chat.</steps_to_reproduce>
    </issue>
    <issue>
        <id>590</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="506">Mighty</reporter>
        <handler id="570">ExHunter</handler>
        <priority id="40">high</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="14">Scripting Core</category>
        <date_submitted>1412874175</date_submitted>
        <last_updated>1412939198</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>XP SP3 </os_build>
        <platform>x86</platform>
        <version>2.7.8b1</version>
        <view_state id="10">public</view_state>
        <summary>OnTCPMessage's Result doesn't change server's behaviour.</summary>
        <due_date>1</due_date>
        <profile_id>13</profile_id>
        <description>OnTCPMessage's Result doesn't stop the commands from execution regardless of it's value.</description>
        <steps_to_reproduce>function TCPMessage(Ip: string; Port: Word; Text: string): boolean;&#13;
begin&#13;
  WriteLn('TCPMessage('+Ip+','+inttostr(Port)+','+Text+')');&#13;
  Result := TRUE;&#13;
  //Result := FALSE;&#13;
end;&#13;
&#13;
begin&#13;
  Game.OnTCPMessage := @TCPMessage;&#13;
end.</steps_to_reproduce>
    </issue>
    <issue>
        <id>519</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="568">Szaman</reporter>
        <handler id="570">ExHunter</handler>
        <priority id="30">normal</priority>
        <severity id="60">major</severity>
        <reproducibility id="70">have not tried</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="13">General</category>
        <date_submitted>1390676890</date_submitted>
        <last_updated>1412932580</last_updated>
        <eta id="10">none</eta>
        <version>2.7.6</version>
        <view_state id="10">public</view_state>
        <summary>Voting kick - strange behaviour</summary>
        <due_date>1</due_date>
        <description>Here is fragment of the log:&#13;
? ? 20:04:46 185.21.67.98:23073 requesting game...&#13;
? + 20:04:46 N I K O [ Oo ] joining game (185.21.67.98:23073) HWID:3282F57F806&#13;
? + 20:04:46 N I K O [ Oo ] has joined the game.&#13;
?   20:04:55 Haki31 started votekick against N I K O [ Oo ] - Reason: asadas&#13;
? ? 20:05:11 31.175.115.182:23073 requesting game...&#13;
?   20:05:12 [Haki31] Out or kick ?&#13;
? + 20:05:12 LEO KASPER joining game (31.175.115.182:23073) HWID:79D49A55418&#13;
? + 20:05:12 LEO KASPER has joined as spectator.&#13;
? + 20:05:17 LEO KASPER has joined the game.&#13;
?   20:05:25 Clocker started votekick against N I K O [ Oo ] - Reason: lol&#13;
?   20:05:28 N I K O [ Oo ] has been kicked and banned for 5 minutes (Vote Kicked (Left game))&#13;
?   20:05:29 [Haki31] F12&#13;
?   20:05:41 185.21.67.98:23073 requesting game (Vote Kicked (Left game))...&#13;
&#13;
And my question is - HOW THE HELL IT IS POSSIBLE TO VOTE-KICK SOMEONE IF THERE IS SET IN SOLDAT.INI:&#13;
Vote_Percent=120</description>
    </issue>
    <issue>
        <id>375</id>
        <project id="1">Soldat</project>
        <reporter id="65">dst</reporter>
        <priority id="30">normal</priority>
        <severity id="20">trivial</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="20">feedback</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="48">Graphics</category>
        <date_submitted>1375736776</date_submitted>
        <last_updated>1412871649</last_updated>
        <eta id="10">none</eta>
        <version>1.6.5</version>
        <view_state id="10">public</view_state>
        <summary>Empty deagle shells have the same initial velocity. Looks silly</summary>
        <due_date>1</due_date>
        <description>yes</description>
    </issue>
    <issue>
        <id>387</id>
        <project id="1">Soldat</project>
        <reporter id="96">DorkeyDear</reporter>
        <handler id="570">ExHunter</handler>
        <priority id="20">low</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="9">Other</category>
        <date_submitted>1376497590</date_submitted>
        <last_updated>1412856113</last_updated>
        <eta id="10">none</eta>
        <version>1.6.5</version>
        <view_state id="10">public</view_state>
        <summary>Score board player id`s missplaced when on team 0 on gamemodes with teams</summary>
        <due_date>1</due_date>
        <description>Viewing the score board with player id`s on a gamemode with teams, while having players on team 0. The players on team 0's ids will not be next to the player's name.</description>
        <steps_to_reproduce>-Set the gamemode to something with teams.&#13;
-Have a bot or player join team 0 (/setteam0 #)&#13;
-View score board with player id`s showing&#13;
</steps_to_reproduce>
        <additional_information>Tested with team match and ctf.</additional_information>
    </issue>
    <issue>
        <id>417</id>
        <project id="1">Soldat</project>
        <reporter id="395">Fryer</reporter>
        <handler id="570">ExHunter</handler>
        <priority id="20">low</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="48">Graphics</category>
        <date_submitted>1378855194</date_submitted>
        <last_updated>1412850919</last_updated>
        <eta id="10">none</eta>
        <version>1.6.5</version>
        <view_state id="10">public</view_state>
        <summary>Message displayed above the wrong player</summary>
        <due_date>1</due_date>
        <description>If you join another server after someone said something in a server you were just on, a player in the other server will have that message above their character.</description>
        <steps_to_reproduce>1. Set up two servers.&#13;
2. Add a bot on server 2.&#13;
3. Join server 1.&#13;
4. Send a long message, but short enough to be displayed over your character.&#13;
5. Imediately quit the server and join server 2.&#13;
6. Look at the bot.</steps_to_reproduce>
        <additional_information>evhO noticed it. No real testing was done, but I reported it because I know what went wrong. (Soldat renders the message over the character with the same ID as the player who said it.)</additional_information>
    </issue>
    <issue>
        <id>401</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="506">Mighty</reporter>
        <handler id="570">ExHunter</handler>
        <priority id="20">low</priority>
        <severity id="40">tweak</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="14">Scripting Core</category>
        <date_submitted>1377496804</date_submitted>
        <last_updated>1412803537</last_updated>
        <eta id="10">none</eta>
        <os>Mac OS X</os>
        <os_build>10.4</os_build>
        <platform>x86-64</platform>
        <version>2.7.5</version>
        <view_state id="10">public</view_state>
        <summary>SCv3 - StrToDate doesn't work as intended</summary>
        <due_date>1</due_date>
        <profile_id>40</profile_id>
        <description>Function takes a string as an argument, but as if it started from index 2, e.g. &quot;2013-08-26&quot; will be passed as &quot;013-08-26&quot;. However, &quot; 2013-08-26&quot; is not a valid input as well.&#13;
&#13;
This causes StrToDate( DateToStr( Now ) ) to not work.</description>
        <steps_to_reproduce>Every single one below causes an error.&#13;
&#13;
StrToDate(DateToStr(Date()));&#13;
StrToDate(' 2013-08-26');&#13;
StrToDate(' 13/08/10');&#13;
StrToDate(' 15/03/75');&#13;
StrToDate(' 15-03-75');</steps_to_reproduce>
        <additional_information>I failed in finding the working function input</additional_information>
    </issue>
    <issue>
        <id>587</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="506">Mighty</reporter>
        <handler id="570">ExHunter</handler>
        <priority id="30">normal</priority>
        <severity id="80">block</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="13">General</category>
        <date_submitted>1412772979</date_submitted>
        <last_updated>1412792550</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>8.1</os_build>
        <platform>x86</platform>
        <version>2.7.8b1</version>
        <view_state id="10">public</view_state>
        <summary>Problems joining the Server while using TActivePlayer.Move on Bots in OnClockTick.</summary>
        <due_date>1</due_date>
        <profile_id>47</profile_id>
        <description>I was trying to make bots stay in place by teleporting them to fixed coordinates every second or so.&#13;
While the teleporting works, I couldn't rejoin the server: &quot;Unknown server error 2&quot;</description>
        <steps_to_reproduce>1. Use attached script&#13;
2. Join the server (preferably ctf_Ash)&#13;
3. Add a bot to any team&#13;
4. Use !toggle command (or !tp to use single time)&#13;
5. Try to rejoin the server</steps_to_reproduce>
        <additional_information>Result not affected by different Dummy or Team properties.&#13;
Adding a bot via script has the same result as manual addition.&#13;
Using commands to execute Move does not break the server. Only when used in OnClockTick.</additional_information>
    </issue>
    <issue>
        <id>142</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="260">dnmr</reporter>
        <handler id="570">ExHunter</handler>
        <priority id="60">immediate</priority>
        <severity id="60">major</severity>
        <reproducibility id="50">random</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="14">Scripting Core</category>
        <date_submitted>1324391852</date_submitted>
        <last_updated>1412792468</last_updated>
        <eta id="10">none</eta>
        <version>2.7.2</version>
        <view_state id="10">public</view_state>
        <summary>MovePlayer() causes players to drop weapons and flags randomly</summary>
        <due_date>1</due_date>
        <description>It's as simple as the title states. MovePlayer() ahs been unusable since 1.5 or so. This ruins many large scripts and scripters' nerve cells.</description>
    </issue>
    <issue>
        <id>247</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="542">Bonecrusher</reporter>
        <handler id="570">ExHunter</handler>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="30">sometimes</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="14">Scripting Core</category>
        <date_submitted>1343855998</date_submitted>
        <last_updated>1412792459</last_updated>
        <eta id="10">none</eta>
        <version>2.7.3</version>
        <view_state id="10">public</view_state>
        <summary>MovePlater not working correctly.</summary>
        <due_date>1</due_date>
        <description>MovePlayer function sometimes kill a player when moving itself goes through dead poly.</description>
        <steps_to_reproduce>save your position next to dead poly&#13;
go on the other side of that poly&#13;
move yourself</steps_to_reproduce>
        <additional_information>This happening ruined my save and load climb server and I want it back :D</additional_information>
    </issue>
    <issue>
        <id>491</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="568">Szaman</reporter>
        <handler id="570">ExHunter</handler>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="14">Scripting Core</category>
        <date_submitted>1388288897</date_submitted>
        <last_updated>1412561598</last_updated>
        <eta id="10">none</eta>
        <version>2.7.6</version>
        <view_state id="10">public</view_state>
        <summary>DoDamage with negative value not updates health bar</summary>
        <due_date>1</due_date>
        <description>If you want to heal player during the game you need to use DoDamage(-SomeValue);&#13;
&#13;
But it not updates the value on the health bar.&#13;
&#13;
Please, fix it, because it results in fully-healed player who has (for example) almost no (zero) life.</description>
    </issue>
    <issue>
        <id>204</id>
        <project id="1">Soldat</project>
        <reporter id="570">ExHunter</reporter>
        <handler id="570">ExHunter</handler>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="3">Gameplay</category>
        <date_submitted>1337105285</date_submitted>
        <last_updated>1412560653</last_updated>
        <eta id="10">none</eta>
        <version>1.6.3</version>
        <view_state id="10">public</view_state>
        <summary>Soldat implemented votesystem</summary>
        <due_date>1</due_date>
        <description>Well, the implemented votesystem works quite... idk.. weird.&#13;
&#13;
I figured these things out:&#13;
&#13;
Votemap: &#13;
- The voter gets 2 votes, instead of one. The first one will be given a starting the vote automatically and the 2nd one can he decide.&#13;
- If somebody leaves that voted for a map vote, then his vote still counts. BUT the maximum players for the vote got decreased. This may result on a server that got like 101% vote% that votes still can pass.&#13;
&#13;
Votekick:&#13;
- The voter just gets one vote (works how it should be)&#13;
- The thing with leaving may also work here. But didn't test it yet (I wasn't able to).</description>
        <steps_to_reproduce>Eh yea.. See description ;)</steps_to_reproduce>
    </issue>
    <issue>
        <id>522</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="568">Szaman</reporter>
        <handler id="570">ExHunter</handler>
        <priority id="40">high</priority>
        <severity id="60">major</severity>
        <reproducibility id="70">have not tried</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="13">General</category>
        <date_submitted>1392333573</date_submitted>
        <last_updated>1412560611</last_updated>
        <eta id="10">none</eta>
        <version>2.7.6</version>
        <view_state id="10">public</view_state>
        <summary>Kicking player when vote % &gt; 100 %</summary>
        <due_date>1</due_date>
        <description>Below is an example from log:&#13;
?   00:15:07 naspidowany rzuk started votekick against ~Fragholic|Bxxta.Lts - Reason: asd&#13;
? ? 00:15:42 Next map: Veoto&#13;
?   00:15:45 Registering server @ 67.23.118.179&#13;
?   00:15:47 Veoto - RMK by Duz&#13;
? - 00:15:49 Viaterek has left the game.&#13;
?   00:15:59 ~Fragholic|Bxxta.Lts started votekick against naspidowany rzuk - Reason: bye&#13;
?   00:16:00 ~Fragholic|Bxxta.Lts has been kicked and banned for 60 minutes (Vote Kicked)&#13;
&#13;
Server has vote percent set to 120%. &#13;
&#13;
Why does Fragholic has been kicked after HIS voting against other player?!&#13;
&#13;
Please fix it!&#13;
&#13;
Best regards, &#13;
Szaman.</description>
    </issue>
    <issue>
        <id>554</id>
        <project id="1">Soldat</project>
        <reporter id="302">Mittsu</reporter>
        <handler id="570">ExHunter</handler>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="70">have not tried</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="8">Multiplayer</category>
        <date_submitted>1399034047</date_submitted>
        <last_updated>1412560567</last_updated>
        <eta id="10">none</eta>
        <view_state id="10">public</view_state>
        <summary>Player votekicks turn into permanent server bans</summary>
        <due_date>1</due_date>
        <description>Sometimes when a player votekicks another player, the player gets kicked and banned permanently by the server. I think the votekick reason turns into a bunch of random letters, looking like an error.</description>
        <steps_to_reproduce>no idea how to reproduce</steps_to_reproduce>
        <additional_information>14-05-01 20:43:49 `aL#Qazswe` started votekick against Antidote - Reason:\ü&#13;
14-05-01 20:43:52 [`aL#Qazswe`] HACKER&#13;
14-05-01 20:43:52 Antidote has been kicked and permanently banned (Vote Kicked by Server)</additional_information>
    </issue>
    <issue>
        <id>478</id>
        <project id="1">Soldat</project>
        <reporter id="568">Szaman</reporter>
        <handler id="570">ExHunter</handler>
        <priority id="60">immediate</priority>
        <severity id="60">major</severity>
        <reproducibility id="100">N/A</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="3">Gameplay</category>
        <date_submitted>1387048228</date_submitted>
        <last_updated>1412560558</last_updated>
        <eta id="10">none</eta>
        <version>1.6.6</version>
        <view_state id="10">public</view_state>
        <summary>Vote-kick causing the permanent ban</summary>
        <due_date>1</due_date>
        <description>According to this post: http://forums.soldat.pl/index.php?topic=43172.msg516845#msg516845 &#13;
There is possibility of permbanning player by vote-kick if you type some random (?) characters as the reason.</description>
        <additional_information>Read the topic: http://forums.soldat.pl/index.php?topic=43172.msg516845#msg516845</additional_information>
    </issue>
    <issue>
        <id>246</id>
        <project id="1">Soldat</project>
        <reporter id="542">Bonecrusher</reporter>
        <handler id="570">ExHunter</handler>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="50">random</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="8">Multiplayer</category>
        <date_submitted>1343743793</date_submitted>
        <last_updated>1412560547</last_updated>
        <eta id="10">none</eta>
        <version>1.6.3</version>
        <view_state id="10">public</view_state>
        <summary>Server votekicks are useless</summary>
        <due_date>1</due_date>
        <description>Server votekics occuring on server join are useless and only cause players to be banned even though they did nothing wrong. Usually occuring after playing in a modded server and then trying to join normal one. Please make it so server administrators can disable it.</description>
        <steps_to_reproduce>Try joining modded server [db rpg for example]&#13;
switch to a server with no weapons available [zombie survival]&#13;
may or may not happen on join</steps_to_reproduce>
        <additional_information>bannedhw in one of my servers&#13;
7BA79399BBC:-3600:Script Ban&#13;
3E1B57EF4BA:-3600:Script Ban&#13;
7803D01BEB9:-1000:Vote Kicked by Server&#13;
2B161062E22:-1000:Vote Kicked by Server&#13;
33DA85B6A0A:-1000:Vote Kicked by Server&#13;
2769B1E0EF4:-1000:Vote Kicked by Server&#13;
DBCED568A89:-1000:Vote Kicked by Server&#13;
4AE2FC150E2:-1000:Vote Kicked by Server&#13;
6AD7D6B7198:-1000:Vote Kicked by Server&#13;
2044756AE70:-3600:Script Ban&#13;
239D4D0309D:-1000:Vote Kicked by Server&#13;
52FE624BC2E:-1000:Vote Kicked by Server&#13;
15103390577:-1000:Vote Kicked by Server&#13;
2D871C3FA2E:-1000:Vote Kicked by Server&#13;
6196FDB9E5E:-1000:Vote Kicked by Server&#13;
690675A1C41:-1000:Vote Kicked by Server&#13;
53AFB065B4B:-1000:Vote Kicked by Server&#13;
D4536397DD1:-1000:Vote Kicked by Server&#13;
166AB6AB0E0:-1000:Vote Kicked by Server&#13;
474642BE575:32335200:Banned by helloer&#13;
28D5731F3FD:36759600:Banned by Freeman &lt;-&#13;
6AC6B0CC8BD:46879200:Banned by an admin&#13;
37703BA1739:46879200:Banned by an admin&#13;
A1FFB91B244:79768800:Banned by vam; eXe&#13;
7348EEC6C16:-1000:Vote Kicked by Server&#13;
2ABE5A64508:-3600:Script Ban&#13;
7654D341C40:-1000:Vote Kicked by Server&#13;
77D3F71E697:98726400:Banned by an admin&#13;
7CCFA508AE2:104738400:Banned by vam; eXe&#13;
56F06B3C2EF:111337200:Banned by vam; eXe&#13;
5C33030F67B:116100000:Banned by an admin&#13;
21266B0D8A0:-1000:Vote Kicked by Server&#13;
7061D69709F:-1000:Vote Kicked by Server&#13;
6C99A5570AE:-1000:Vote Kicked by Server&#13;
746648B380E:-1000:Vote Kicked by Server&#13;
11CBAB6F923:-1000:Vote Kicked by Server&#13;
&#13;
as you can see most of the bans is server votekick&#13;
&#13;
</additional_information>
    </issue>
    <issue>
        <id>582</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="506">Mighty</reporter>
        <handler id="570">ExHunter</handler>
        <priority id="20">low</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="14">Scripting Core</category>
        <date_submitted>1412492673</date_submitted>
        <last_updated>1412555322</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>XP SP3 </os_build>
        <platform>x86</platform>
        <version>2.7.8b1</version>
        <view_state id="10">public</view_state>
        <summary>TOnWeaponChangeEvent - Primary's or Secondary's properties other than WType do not hold valuable data.</summary>
        <due_date>1</due_date>
        <profile_id>13</profile_id>
        <description>When calling OnWeaponChange and trying to display information about Primary or Secondary, the only thing that ever changes is WType property. &#13;
Ammo = 0 &#13;
Name = ''&#13;
BulletStyle = 0</description>
        <steps_to_reproduce>Use the attached script, join and change weapons.</steps_to_reproduce>
    </issue>
    <issue>
        <id>586</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="506">Mighty</reporter>
        <handler id="570">ExHunter</handler>
        <priority id="30">normal</priority>
        <severity id="40">tweak</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="14">Scripting Core</category>
        <date_submitted>1412498138</date_submitted>
        <last_updated>1412514842</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>XP SP3 </os_build>
        <platform>x86</platform>
        <version>2.7.8b1</version>
        <view_state id="10">public</view_state>
        <summary>Player.Alive := FALSE deals damage (doesn't always kill)</summary>
        <due_date>1</due_date>
        <profile_id>13</profile_id>
        <description>Setting player alive to FALSE doesn't kill a player if he has a vest or health higher than natural maximum (artificially raised by Damage with negative values).</description>
        <steps_to_reproduce>use attached script and play around with !vest, !hp and !kill commands</steps_to_reproduce>
    </issue>
    <issue>
        <id>585</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="506">Mighty</reporter>
        <handler id="570">ExHunter</handler>
        <priority id="20">low</priority>
        <severity id="50">minor</severity>
        <reproducibility id="70">have not tried</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="14">Scripting Core</category>
        <date_submitted>1412496888</date_submitted>
        <last_updated>1412510815</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>XP SP3 </os_build>
        <platform>x86</platform>
        <version>2.7.8b1</version>
        <view_state id="10">public</view_state>
        <summary>TPlayer.OnFlagDrop Flag.ID can't be accessed or duplicates</summary>
        <due_date>1</due_date>
        <profile_id>13</profile_id>
        <description>From what I understand ID property of an TActiveMapObject should be unique.&#13;
Using OnFlagDrop event and displaying dropped flag ID property shows the same number for Alpha flag and Bravo flag.&#13;
&#13;
Additionally, during PointMatch Flag.ID can't be read at all. &#13;
Unhandled exception occured: Could not call proc</description>
        <steps_to_reproduce>Use attached script both in CTF and Pointmatch and drop/throw flags around.</steps_to_reproduce>
    </issue>
    <issue>
        <id>579</id>
        <project id="9">Soldat Website</project>
        <reporter id="632">darDar</reporter>
        <handler id="52">jrgp</handler>
        <priority id="40">high</priority>
        <severity id="40">tweak</severity>
        <reproducibility id="100">N/A</reproducibility>
        <status id="50">assigned</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="1">John</category>
        <date_submitted>1410215054</date_submitted>
        <last_updated>1412510214</last_updated>
        <eta id="10">none</eta>
        <view_state id="10">public</view_state>
        <summary>soldat.pl website bugs</summary>
        <due_date>1</due_date>
        <description>Copyright © Transhuman Directive 2002-2012&#13;
    -should be Transhuman Design 2002-2014&#13;
&#13;
remove : Popular Downloads&#13;
    -might distract people and they might accidently download outdated versions.&#13;
    -There is no purpose to have such downloads on the site&#13;
&#13;
http://soldat.pl/en/downloads/&#13;
     -says &quot;Soldat Dedicated Server 1.6.6 (v2.7.6)&quot;&#13;
     -PolyWorks might be outdated&#13;
     -sort it by Game,Server,Tools&#13;
     -Game : Full download, Patch&#13;
     -Server: Full Server, Patch&#13;
     -Tools: &quot;&quot;, &quot;&quot;, Baka Admin / Arsee / ... ?&#13;
&#13;
Screenshots:&#13;
     -remove the comics, tool screenshots&#13;
     -try to gather some HD screenshots (make a topic on the forum to ask for those)&#13;
&#13;
Links:&#13;
&#13;
     -several outdated pages here&#13;
     -sort it by priority&#13;
     -add a description to #soldatladder e.g &quot;Rent free Soldatservers to play with your friends&quot;&#13;
     &#13;
Leagues:&#13;
&#13;
      -Polska Liga SIC - Soldat International Challenge&#13;
       ESL Soldat Ladders&#13;
       ASCTFL - Australian Soldat Capture the Flag League&#13;
       GameArena Soldat Ladder are dead&#13;
&#13;
Shirts:&#13;
      - REALLY?&#13;
&#13;
Chat:&#13;
      -doesn't have a default channel. People can't possibly know where to join&#13;
      -Use: http://webchat.quakenet.org/?channels=INSERT_THE_CHANNEL_NAME_HERE&amp;uio=d4 instead of the current one // replace INSERT_THE_CHANNEL_NAME_HERE with something like gather.eu soldat.match soldatladder soldat soldat.devs (you can add multiple channels with a &quot;,&quot; e.g gather.eu,soldat.devs,...&#13;
&#13;
Index Site:&#13;
      -&quot;64 amazing maps&quot; - I guess that one is wrong&#13;
      -maybe add something like &quot;tons of community made gamemodes such as: CS, Zombie, Climbing, Volleyball, ...&quot;&#13;
&#13;
&#13;
make it obvious that the game is under active development! This site does look exactly the same even if there is a brand new version releaed right on the day,..&#13;
Colorize the download button red if a new version was released lately, or use a popup or just add a banner &quot;still deleiverd with updates!&quot;&#13;
&#13;
The login part on the top is rather useless by the way.&#13;
The whole website looks like a mobile version , can you possibly stretch it to fullscreen on the width? You could place much more content then.&#13;
&#13;
&#13;
However, I suggest to just move to WordPress. It would be the best you could possibly do.</description>
        <steps_to_reproduce>1) open your internet browser&#13;
2) type www.soldat.pl</steps_to_reproduce>
        <additional_information>message me on #soldat.devs if you need a talk</additional_information>
    </issue>
    <issue>
        <id>584</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="506">Mighty</reporter>
        <handler id="570">ExHunter</handler>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="14">Scripting Core</category>
        <date_submitted>1412495760</date_submitted>
        <last_updated>1412506272</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>XP SP3 </os_build>
        <platform>x86</platform>
        <version>2.7.8b1</version>
        <view_state id="10">public</view_state>
        <summary>TActiveObject's Style is 0 (Flags)</summary>
        <due_date>1</due_date>
        <profile_id>13</profile_id>
        <description>According to the wiki there should be no object with property Style = 0. &#13;
It looks like Flags have Style = 0, at least in CTF mode.</description>
        <steps_to_reproduce>Use attached script.&#13;
!objects to list objects with Style = 0&#13;
!pos to view your current position&#13;
!tp1 to tp to Map.Objects[1]&#13;
!tp2 to tp to Map.Objects[2]</steps_to_reproduce>
    </issue>
    <issue>
        <id>166</id>
        <project id="1">Soldat</project>
        <reporter id="540">DutchFlame</reporter>
        <handler id="570">ExHunter</handler>
        <priority id="50">urgent</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="9">Other</category>
        <date_submitted>1330269724</date_submitted>
        <last_updated>1410798291</last_updated>
        <eta id="10">none</eta>
        <os>any</os>
        <os_build>any</os_build>
        <platform>any</platform>
        <view_state id="10">public</view_state>
        <summary>Throwing The flag close to polygons.</summary>
        <due_date>1</due_date>
        <profile_id>28</profile_id>
        <description>Now I also noticed problems with the flag that you're unable to throw the flag when you're standing close to a wall and facing to it. It shows the action that it wants to throw it, but it just doesn't happen.</description>
        <steps_to_reproduce>Stand close to a wall and face to it, try to throw the flag. </steps_to_reproduce>
        <additional_information>Any map, any wall.</additional_information>
    </issue>
    <issue>
        <id>143</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="248">SyavX</reporter>
        <handler id="570">ExHunter</handler>
        <priority id="30">normal</priority>
        <severity id="10">feature</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="49">Game Protocol</category>
        <date_submitted>1324418155</date_submitted>
        <last_updated>1410730826</last_updated>
        <eta id="10">none</eta>
        <view_state id="10">public</view_state>
        <summary>Unable to get a ban reason in case of HWID ban</summary>
        <due_date>1</due_date>
        <description>Since 1.6.0 we have IP and HWID bans.&#13;
&#13;
In case of HWID ban (or when IP was unbanned after IP&amp;HWID ban), player receives the 'You have been banned on this server' message on game request (actually, on joining game) without additional information like 'Banned by an admin (24+ hrs)' from bannedhw.txt&#13;
&#13;
And there is no additional information in server log too, there are game requests only:&#13;
00:00:00 127.0.0.1:23073 requesting game...&#13;
&#13;
Not like with an IP ban, when server shows a reason:&#13;
00:00:00 127.0.0.1:23073 requesting game (Banned by an admin)...</description>
        <steps_to_reproduce>1. Ban a player: /ban &lt;ID|Name&gt; (this will make an IP &amp; HWID bans)&#13;
2. Ask him to join a server&#13;
3. Unban his IP: /unban &lt;IP&gt;&#13;
4. Ask him to join a server&#13;
5. Compare results&#13;
&#13;
Or do it by yourself on your server, but don't forget to remove your IP from remote admins if it's there (to be able to be banned).</steps_to_reproduce>
    </issue>
    <issue>
        <id>580</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="637">Major</reporter>
        <priority id="30">normal</priority>
        <severity id="60">major</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="10">new</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="50">All-Seeing Eye Protocol</category>
        <date_submitted>1410637070</date_submitted>
        <last_updated>1410691081</last_updated>
        <eta id="10">none</eta>
        <version>2.7.7</version>
        <view_state id="10">public</view_state>
        <summary>Querying game stats</summary>
        <due_date>1</due_date>
        <description>All-seeying eye was default protocol to make game queries to read things such as:&#13;
- online players&#13;
- max players&#13;
- name&#13;
- map&#13;
etc.&#13;
&#13;
Now as of 1.6.7 this is removed and the only way to query info is to read gamestat.txt file.&#13;
&#13;
Please provide another method to query game stats over the network.</description>
    </issue>
    <issue>
        <id>395</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="506">Mighty</reporter>
        <handler id="570">ExHunter</handler>
        <priority id="10">none</priority>
        <severity id="20">trivial</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="13">General</category>
        <date_submitted>1377162321</date_submitted>
        <last_updated>1410528708</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>XP SP3 </os_build>
        <platform>x86</platform>
        <version>2.7.5</version>
        <view_state id="10">public</view_state>
        <summary>Strange RayCast values when walking &quot;into&quot; the wall.</summary>
        <due_date>1</due_date>
        <profile_id>13</profile_id>
        <description>A very old Soldat bug/feature is not falling or falling very slowly if you hug a vertical wall and walk &quot;into&quot; it mid-air. (Since that not a very good explanation, check gifs in additional info) Now, using RayCast and RayCastVector (SCv3), I noticed their value is not consistant: it swaps between TRUE and FALSE every 300ms or so as long as you walk into the wall.&#13;
&#13;
Now, this might very rarely break some scripting, but potentially it might be a problem with soldat's collisions and/or &quot;vision&quot;.</description>
        <steps_to_reproduce>1. Use attached script (SCv3) to see the effects.&#13;
2. Find a vertical wall (e.g. ctf_Ash)&#13;
3. Jump or fly near it above the ground&#13;
4. Press and hold A or D as if you wanted to walk into the wall</steps_to_reproduce>
        <additional_information>ctf_Ash: http://imgur.com/7VX9tHM&#13;
Arena: http://imgur.com/Xfnfggz&#13;
&#13;
If someone is able to translate it into better English, I'd be grateful...</additional_information>
    </issue>
    <issue>
        <id>578</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="628">kicikici</reporter>
        <handler id="570">ExHunter</handler>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="52">Admin-Client Protocol</category>
        <date_submitted>1410204649</date_submitted>
        <last_updated>1410206873</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>7 SP1</os_build>
        <platform>x64</platform>
        <version>2.7.7</version>
        <view_state id="10">public</view_state>
        <summary>/recompile &lt;script&gt; hangs up admin client</summary>
        <due_date>1</due_date>
        <profile_id>28</profile_id>
        <description>Related topic:&#13;
http://forums.soldat.pl/index.php?topic=43460.0</description>
        <steps_to_reproduce>1. Connect to server&#13;
2. Use /recompile &lt;script&gt;&#13;
3. Disconnect from server&#13;
4. Connect to server once again&#13;
5. Voilà</steps_to_reproduce>
    </issue>
    <issue>
        <id>410</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="561">Squiddy</reporter>
        <handler id="570">ExHunter</handler>
        <priority id="30">normal</priority>
        <severity id="70">crash</severity>
        <reproducibility id="70">have not tried</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="52">Admin-Client Protocol</category>
        <date_submitted>1378585498</date_submitted>
        <last_updated>1409936974</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>8</os_build>
        <platform>x64</platform>
        <version>2.7.5</version>
        <view_state id="10">public</view_state>
        <summary>DELMAP crashes server</summary>
        <due_date>1</due_date>
        <profile_id>34</profile_id>
        <description>Using &quot;/delmap MAP&quot; to delete a map from mapslist.txt makes the server crash, unless MAP is the last map listed on the file (weird!). For example, you have A B, C and D on your mapslist. Deleting B or C will crash the server (and will NOT delete their names from the list). Deleting D won't crash the server, but it WILL delete D from the file.&#13;
&#13;
And the console displays a message saying it removed MAP from the mapslist successfully, even though it didn't.&#13;
&#13;
Also, it won't delete the first map listed on the file, so this is a two-in-one bug &gt;:P</description>
    </issue>
    <issue>
        <id>562</id>
        <project id="1">Soldat</project>
        <reporter id="568">Szaman</reporter>
        <handler id="570">ExHunter</handler>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="70">have not tried</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="48">Graphics</category>
        <date_submitted>1399498765</date_submitted>
        <last_updated>1409932481</last_updated>
        <eta id="10">none</eta>
        <version>1.6.7</version>
        <view_state id="10">public</view_state>
        <summary>DrawText result does not hide after server change</summary>
        <due_date>1</due_date>
        <description>Hi,&#13;
&#13;
I was playing on some server (I don't know which one it was, but it's not important) and it was using DrawText function to draw &quot;Eurosport&quot;. &#13;
I left that server and joined another one - the text remained on the screen. I left again... join another... and the text was still there. See attachment.&#13;
&#13;
DrawText results should be cleared/disabled/hidden when I leave a server.&#13;
&#13;
Best regards,&#13;
Szaman.</description>
    </issue>
    <issue>
        <id>559</id>
        <project id="1">Soldat</project>
        <reporter id="343">homerofgods</reporter>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="30">acknowledged</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="3">Gameplay</category>
        <date_submitted>1399241634</date_submitted>
        <last_updated>1409431371</last_updated>
        <eta id="10">none</eta>
        <version>1.6.7</version>
        <view_state id="10">public</view_state>
        <summary>Spawnspark is giving away players position</summary>
        <due_date>1</due_date>
        <description>!King's DM (37.187.180.142:24410) &lt;-- In this server everyone spawn at the same time where you are given some seconds of invisibility to ready your weapon and find yourself a nice spot. If you pay attention you will see all the nearby spawnsparks and therefor get a pretty big advantage. &#13;
&#13;
*Uploaded demo (2014-05-04_23-28-44_ctf_Ash)&#13;
*Uploaded gif (King)</description>
        <additional_information>You can also see the jets of other invisible players, and hear the sound of it.</additional_information>
    </issue>
    <issue>
        <id>400</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="96">DorkeyDear</reporter>
        <handler id="570">ExHunter</handler>
        <priority id="20">low</priority>
        <severity id="20">trivial</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="14">Scripting Core</category>
        <date_submitted>1377478955</date_submitted>
        <last_updated>1408997095</last_updated>
        <eta id="10">none</eta>
        <version>2.7.5</version>
        <view_state id="10">public</view_state>
        <summary>TActivePlayer.BigText with layer 0 causes WriteConsole behaviour</summary>
        <due_date>1</due_date>
        <description>Calling TActivePlayer.BigText with the layer as 0 causes WriteConsole behaviour; that is, text is written to the player console.</description>
        <steps_to_reproduce>Call BigText in an instance of TActivePlayer with the layer being 0. Refer to Additional Information for an example code piece.</steps_to_reproduce>
        <additional_information>procedure OnClockTick(const Tick: integer);&#13;
begin&#13;
	if (Players[1].Active) then&#13;
		Players[1].BigText(0, 'Text', 500, $FFFF7F, 0.20, 200, 300);&#13;
end;&#13;
&#13;
begin&#13;
	Game.OnClockTick := @OnClockTick;&#13;
end.&#13;
</additional_information>
    </issue>
    <issue>
        <id>356</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="506">Mighty</reporter>
        <handler id="570">ExHunter</handler>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="14">Scripting Core</category>
        <date_submitted>1375182106</date_submitted>
        <last_updated>1408294376</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>XP SP3 </os_build>
        <platform>x86</platform>
        <version>2.7.4</version>
        <view_state id="10">public</view_state>
        <summary>Script Core 3 - TPLayer.OnKill - WeaponType is unpredictable</summary>
        <due_date>1</due_date>
        <profile_id>13</profile_id>
        <description>Tested offline with bots (Boogie Man)&#13;
&#13;
WeaponType value is completely unpredictable. Most of the time its value equals 1, regardless of the weapon. It's also not consistant, when using Rambo Bow I encountered WeaponType with values of 1,2 and 7 IIRC</description>
        <steps_to_reproduce>Use this script&#13;
&#13;
procedure OnKillID(Killer, Victim: TActivePlayer; WeaponType: Byte);&#13;
begin&#13;
  Killer.Tell('Kill --&gt; ['+inttostr(WeaponType)+']');&#13;
  Victim.Tell('Kill --&gt; ['+inttostr(WeaponType)+']');&#13;
end;&#13;
&#13;
var&#13;
  i: Byte;&#13;
begin&#13;
  for i:=1 to 32 do&#13;
    Players[i].OnKill := @OnKillID;&#13;
&#13;
end.</steps_to_reproduce>
    </issue>
    <issue>
        <id>577</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="570">ExHunter</reporter>
        <handler id="570">ExHunter</handler>
        <priority id="30">normal</priority>
        <severity id="60">major</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="14">Scripting Core</category>
        <date_submitted>1408288794</date_submitted>
        <last_updated>1408293008</last_updated>
        <eta id="10">none</eta>
        <view_state id="10">public</view_state>
        <summary>SC3 - OnWeaponChange does not provide changed weapon information</summary>
        <due_date>1</due_date>
        <description>The weapons in the OnWeaponChange function should contain the new weapons of the player, instead the given primary and secondary weapon in the function are the same as the player has before the weaponchange.&#13;
&#13;
primary and secondary should be the new weapons.</description>
    </issue>
    <issue>
        <id>550</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="628">kicikici</reporter>
        <handler id="570">ExHunter</handler>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="14">Scripting Core</category>
        <date_submitted>1398332702</date_submitted>
        <last_updated>1408287795</last_updated>
        <eta id="10">none</eta>
        <view_state id="10">public</view_state>
        <summary>OnVoteMap/OnVoteMapStart events are not working as intended.</summary>
        <due_date>1</due_date>
        <description>Related topic:&#13;
http://forums.soldat.pl/index.php?topic=43443.msg519706#msg519706&#13;
</description>
    </issue>
    <issue>
        <id>576</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="628">kicikici</reporter>
        <handler id="570">ExHunter</handler>
        <priority id="40">high</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="14">Scripting Core</category>
        <date_submitted>1406797187</date_submitted>
        <last_updated>1408279734</last_updated>
        <eta id="10">none</eta>
        <version>2.7.7</version>
        <view_state id="10">public</view_state>
        <summary>SC3 - Player.Ban always bans for 0 minutes.</summary>
        <due_date>1</due_date>
        <description>...</description>
    </issue>
    <issue>
        <id>532</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="628">kicikici</reporter>
        <handler id="570">ExHunter</handler>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="14">Scripting Core</category>
        <date_submitted>1392823608</date_submitted>
        <last_updated>1408190729</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>7 SP1</os_build>
        <platform>x64</platform>
        <version>2.7.7b1</version>
        <view_state id="10">public</view_state>
        <summary>SC3 - Variable Game.VotePercent is always set up on 0</summary>
        <due_date>1</due_date>
        <profile_id>28</profile_id>
        <description>Use this simple script, and then check value by /vote% cmd&#13;
&#13;
procedure OnSpeak(pl: TActivePlayer; tex: string);&#13;
begin&#13;
   if tex='!votepercent' then&#13;
      Game.VotePercent:=70;&#13;
end;&#13;
&#13;
var&#13;
   i: byte;&#13;
begin		&#13;
   for i:=1 to 32 do begin&#13;
      Players[1].OnSpeak := @OnSpeak;&#13;
   end;&#13;
end.</description>
    </issue>
    <issue>
        <id>557</id>
        <project id="1">Soldat</project>
        <reporter id="548">McWise</reporter>
        <priority id="20">low</priority>
        <severity id="50">minor</severity>
        <reproducibility id="50">random</reproducibility>
        <status id="10">new</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="3">Gameplay</category>
        <date_submitted>1399135922</date_submitted>
        <last_updated>1399136077</last_updated>
        <eta id="10">none</eta>
        <version>1.6.7</version>
        <view_state id="10">public</view_state>
        <summary>Headshot sound is inconsistent</summary>
        <due_date>1</due_date>
        <description>I never hear &quot;boom headshot yeah&quot; when headshotting people using Barret or Ruger, but I very rarely hear this sound when headshotting using Steyr or AK.</description>
        <steps_to_reproduce>Headshot someone with Ruger and Barret. Notice no sound will play. (Reproducibility: 100%)&#13;
&#13;
Headshot someone with another weapon. VERY RARELY the sound will play. (~5%)</steps_to_reproduce>
    </issue>
    <issue>
        <id>471</id>
        <project id="1">Soldat</project>
        <reporter id="343">homerofgods</reporter>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="30">sometimes</reproducibility>
        <status id="10">new</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="9">Other</category>
        <date_submitted>1386245062</date_submitted>
        <last_updated>1398806749</last_updated>
        <eta id="10">none</eta>
        <view_state id="10">public</view_state>
        <summary>Invalid integer when naming demos with letters and several spaces</summary>
        <due_date>1</due_date>
        <description>Tested with DDP and Esdee2&#13;
&#13;
-Demos with spaces in their name won't start Example: (a b.sdm) or (1 2.sdm) or (Almost 3 super epic frags.sdm)&#13;
-In addition you will get Invalid integer error if the demo is named like this: (a b c.sdm) or (a b c d.sdm). (1 2 c.sdm) will also give error.&#13;
-(1 2 3.sdm) or (a b 1.sdm) will not give error but won't start&#13;
&#13;
*You may enter 1 2 3 in the ip field, and the demo will somewhat start, but it's very buggy. But if you exit to menu and try again it will actually play normally.</description>
        <additional_information>homerofgods: The text on the error message can't be translated&#13;
SpiltCoffee: The &quot;'speed' is not a valid integer&quot; error can't be translated, I think. That's an error thrown by Delphi itself. What would be better is if the error was caught and dealt with.</additional_information>
    </issue>
    <issue>
        <id>541</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="628">kicikici</reporter>
        <handler id="570">ExHunter</handler>
        <priority id="40">high</priority>
        <severity id="60">major</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="14">Scripting Core</category>
        <date_submitted>1393927100</date_submitted>
        <last_updated>1398697900</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>7 SP1</os_build>
        <platform>x64</platform>
        <version>2.7.7b1</version>
        <view_state id="10">public</view_state>
        <summary>SC3 - Broken AddSpawnPoint</summary>
        <due_date>1</due_date>
        <profile_id>28</profile_id>
        <description>Adding new single spawnpoint to map cause add spawn points on each free spawn position. See attached test script. !spawns cmd will list all alpha team spawns, !save cmd will cause add new spawnpoint.</description>
        <steps_to_reproduce>!spawns&#13;
!save&#13;
!spawns (ups, shit happen)</steps_to_reproduce>
    </issue>
    <issue>
        <id>549</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="628">kicikici</reporter>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="50">random</reproducibility>
        <status id="10">new</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="53">Lobby Protocol</category>
        <date_submitted>1398064199</date_submitted>
        <last_updated>1398064199</last_updated>
        <eta id="10">none</eta>
        <version>2.7.6</version>
        <view_state id="10">public</view_state>
        <summary>Problem with registering server</summary>
        <due_date>1</due_date>
        <description>I have got &quot;Registering server @ 67.23.118.179&quot; message on selected maps all the time.&#13;
&#13;
Related topic:&#13;
http://forums.soldat.pl/index.php?topic=43475.0</description>
    </issue>
    <issue>
        <id>515</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="568">Szaman</reporter>
        <priority id="20">low</priority>
        <severity id="20">trivial</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="40">confirmed</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="13">General</category>
        <date_submitted>1388970676</date_submitted>
        <last_updated>1397952697</last_updated>
        <eta id="10">none</eta>
        <version>2.7.6</version>
        <view_state id="10">public</view_state>
        <summary>Inconsistency in naming of &quot;game modes&quot;</summary>
        <due_date>1</due_date>
        <description>The command for changing the game mode is: /gamemode [number]&#13;
and in the soldat.ini there is section &quot;GameStyle=[number]&quot;.&#13;
&#13;
Personally I would replace &quot;gamestyle&quot; with &quot;gamemode&quot;.</description>
    </issue>
    <issue>
        <id>512</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="568">Szaman</reporter>
        <priority id="30">normal</priority>
        <severity id="60">major</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="40">confirmed</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="13">General</category>
        <date_submitted>1388845858</date_submitted>
        <last_updated>1397935102</last_updated>
        <eta id="10">none</eta>
        <version>2.7.6</version>
        <view_state id="10">public</view_state>
        <summary>Possibility of vote-kicking by multi-join</summary>
        <due_date>1</due_date>
        <description>Some people are kicking others from the servers by joining the server several times and voting for kick on each instance.&#13;
&#13;
So I suggest to count votes only from the different HWIDs (many votes from the same HWID counts as one). &#13;
Or - better - also to set an option in configuration (enabled by default) that prevents joining the game with same same HWID as already playing on the server.</description>
    </issue>
    <issue>
        <id>533</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="628">kicikici</reporter>
        <priority id="40">high</priority>
        <severity id="50">minor</severity>
        <reproducibility id="30">sometimes</reproducibility>
        <status id="30">acknowledged</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="51">Filetransfer Protocol</category>
        <date_submitted>1392832431</date_submitted>
        <last_updated>1397926914</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>7 SP1</os_build>
        <platform>x64</platform>
        <version>2.7.7b1</version>
        <view_state id="10">public</view_state>
        <summary>Fileclient bug during map downloading</summary>
        <due_date>1</due_date>
        <profile_id>28</profile_id>
        <description>More details on forum:&#13;
http://forums.soldat.pl/index.php?topic=43272.msg517704#msg517704</description>
    </issue>
    <issue>
        <id>110</id>
        <project id="1">Soldat</project>
        <reporter id="67">PQ</reporter>
        <priority id="20">low</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="20">feedback</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="3">Gameplay</category>
        <date_submitted>1318730506</date_submitted>
        <last_updated>1397916260</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>XP</os_build>
        <platform>x86</platform>
        <view_state id="10">public</view_state>
        <summary>Flag gets returned if a player leaves the server</summary>
        <due_date>1</due_date>
        <profile_id>22</profile_id>
        <description>it's an easy way to troll a server and really annoying when this bug happens: http://bugs.soldat.pl/view.php?id=85&#13;
I have no idea idea how to reproduce bug 85 (it's even happened to me when I was dead), and it's been happening for 2 years already, so I guess we should just make it's side-effects as good as possible...&#13;
Just make a leaving person drop the flag. </description>
    </issue>
    <issue>
        <id>440</id>
        <project id="1">Soldat</project>
        <reporter id="627">Rev</reporter>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="40">confirmed</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="3">Gameplay</category>
        <date_submitted>1379687083</date_submitted>
        <last_updated>1397898434</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>7</os_build>
        <platform>x64</platform>
        <view_state id="10">public</view_state>
        <summary>Flag won't return to flag's spawn if player touches it with &quot;OnFlagGrab kills&quot; script.</summary>
        <due_date>1</due_date>
        <profile_id>17</profile_id>
        <description>The following bug appeared: If i steal a flag and drop it elsewhere, it will blink and return - that's normal. If i throw it for example to my base, change to godmode then touch it(player gets killed OnFlagGrab), the flag keeps blinking(no flag refresh = good) and disappears - but its position XY remains which would be a problem for coop maps... When walking over this spot(without godmode) i can again grab/return the flag!</description>
        <steps_to_reproduce>Steal flag - drop it - enter godmode(with kill OnFlagGrab) - touch flag (get killed) - flag will blink and disappear - change to team red/blue - go to old flag place -&gt; player can grab/return flag!</steps_to_reproduce>
        <additional_information>procedure OnFlagGrab(ID, TeamFlag: byte; GrabbedInBase: boolean);&#13;
begin&#13;
&#13;
  if (GetPlayerStat(ID, 'Alive') = true) and player[ID].godmode then &#13;
  begin&#13;
    player[ID].godmode := false;&#13;
    DoDamageBy(ID, ID, 8000);&#13;
    player[ID].godmode := true;&#13;
  end;&#13;
end;</additional_information>
    </issue>
    <issue>
        <id>155</id>
        <project id="1">Soldat</project>
        <reporter id="119">Vis</reporter>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="70">have not tried</reproducibility>
        <status id="40">confirmed</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="8">Multiplayer</category>
        <date_submitted>1328854498</date_submitted>
        <last_updated>1397843529</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>7</os_build>
        <platform>x64</platform>
        <version>1.6.2</version>
        <view_state id="10">public</view_state>
        <summary>Constant switch weapon animation for other players reloading LAW</summary>
        <due_date>1</due_date>
        <profile_id>17</profile_id>
        <description>Often when other players are reloading their LAW, they constantly play the switch weapon animation, but it just keeps cancelling and starting over and over.&#13;
&#13;
I see this a lot, but I don't know if it always happens, or just most of the time. Also, It might only occur when the enemy switches to a non-loaded LAW, but I'm not sure.&#13;
&#13;
This can be an issue in R/S, as the switch weapon sound is fairly loud and it makes it easy for an enemy to pinpoint your location, when you think you're not making any sound.</description>
    </issue>
    <issue>
        <id>548</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="568">Szaman</reporter>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="100">N/A</reproducibility>
        <status id="10">new</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="13">General</category>
        <date_submitted>1397744826</date_submitted>
        <last_updated>1397744826</last_updated>
        <eta id="10">none</eta>
        <version>2.7.6</version>
        <view_state id="10">public</view_state>
        <summary>Bad color of the player (red/blue)</summary>
        <due_date>1</due_date>
        <description>Hi, &#13;
&#13;
The picture attached to this issue explains everything :)&#13;
&#13;
Player is in alpha but is displayed as bravo (blue shirt and blue caption in score-board). But on the chat messages about him are displayed correctly (red).</description>
    </issue>
    <issue>
        <id>363</id>
        <project id="1">Soldat</project>
        <reporter id="305">Furai</reporter>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="70">have not tried</reproducibility>
        <status id="40">confirmed</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="3">Gameplay</category>
        <date_submitted>1375288034</date_submitted>
        <last_updated>1397470752</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>7</os_build>
        <platform>x64</platform>
        <version>1.6.4</version>
        <view_state id="10">public</view_state>
        <summary>Scores on RM with bots displayed wrongly.</summary>
        <due_date>1</due_date>
        <profile_id>17</profile_id>
        <description>Scores in kill feed and scores in tab menu are different then they should be. Didn't try different gamemodes than RM. With real players seems not to happen - not sure though.</description>
    </issue>
    <issue>
        <id>518</id>
        <project id="1">Soldat</project>
        <reporter id="628">kicikici</reporter>
        <priority id="20">low</priority>
        <severity id="20">trivial</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="30">acknowledged</status>
        <resolution id="30">reopened</resolution>
        <projection id="10">none</projection>
        <category id="3">Gameplay</category>
        <date_submitted>1390301011</date_submitted>
        <last_updated>1395659040</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>7 SP1</os_build>
        <platform>x86</platform>
        <version>1.6.6</version>
        <view_state id="10">public</view_state>
        <summary>Broken /takeoff</summary>
        <due_date>1</due_date>
        <profile_id>27</profile_id>
        <description>When u take off your hat, he automaticaly show up on your head after end of animation.</description>
        <steps_to_reproduce>Use /takeoff</steps_to_reproduce>
    </issue>
    <issue>
        <id>69</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="549">sp</reporter>
        <priority id="20">low</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="40">confirmed</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="13">General</category>
        <date_submitted>1316950487</date_submitted>
        <last_updated>1393341521</last_updated>
        <eta id="10">none</eta>
        <os>Windows, Linux</os>
        <version>2.7.0</version>
        <view_state id="10">public</view_state>
        <summary>Dedicated server encoding problem</summary>
        <due_date>1</due_date>
        <description>Dedicated server can't display cp1251 encoding correctly. Characters shown as question marks (???). &#13;
Bug is visible in: &#13;
1. in game, then scripts sends text via WriteConsole function or posting any text from soldat.ini;&#13;
2. in telnet console (admin connections);&#13;
3. in log files.&#13;
&#13;
</description>
    </issue>
    <issue>
        <id>517</id>
        <project id="1">Soldat</project>
        <reporter id="438">xeno</reporter>
        <priority id="20">low</priority>
        <severity id="30">text</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="40">confirmed</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="4">John</category>
        <date_submitted>1390134507</date_submitted>
        <last_updated>1393070727</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>XP SP3 </os_build>
        <platform>x86</platform>
        <version>1.6.6</version>
        <view_state id="10">public</view_state>
        <summary>Undynamic tooltip message for kill/point/capture limit selection</summary>
        <due_date>1</due_date>
        <profile_id>13</profile_id>
        <description>The tooltip that appears when hovering cursor over the area used for setting the kills, points or flag capture limit (on &quot;Start game&quot; tab) for a new game, always says &quot;Amount of kills until next map&quot; regardless of selected game mode and thus what the set limit actually limits (kills, points or flag captures).</description>
        <steps_to_reproduce>1. Go to &quot;Start game&quot; tab in Soldat.&#13;
2. Select a game mode that's limited by points or flag captures (&quot;Pointmatch&quot;, &quot;Rambomatch&quot;, &quot;Capture the Flag&quot;, &quot;Infiltration&quot;, &quot;Hold the Flag&quot;).&#13;
3. Hover cursor above the area for setting the limit of kills/points/captures (the current setting (number) and the up/down arrows next to it).&#13;
4. Wait until the tooltip appears and observe it to say &quot;Amount of kills until next map&quot;.</steps_to_reproduce>
    </issue>
    <issue>
        <id>472</id>
        <project id="1">Soldat</project>
        <reporter id="343">homerofgods</reporter>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="30">sometimes</reproducibility>
        <status id="10">new</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="9">Other</category>
        <date_submitted>1386247060</date_submitted>
        <last_updated>1393070021</last_updated>
        <eta id="10">none</eta>
        <view_state id="10">public</view_state>
        <summary>Corrupted demos (1.6.6)</summary>
        <due_date>1</due_date>
        <description>*Uploaded 2013-12-05_13-27-55_ctf_Blade&#13;
&#13;
I had autodemo on, played for less than a minute I think, and pressed F8 to save the demo.&#13;
Later when I wanted to play it back I got an error. See pic(Demo-Acess_violation_01)&#13;
When I pressed 'ok' to that message I got another error that just popped up again endlessly when I pressed ok. See pic(Demo-Acess_violation_02)&#13;
After I pressed ok like hondred times, soldat went not responding.&#13;
&#13;
Happend in 1.6.6</description>
        <additional_information>If I find more corrupted demos I will report them here aswell</additional_information>
    </issue>
    <issue>
        <id>503</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="568">Szaman</reporter>
        <priority id="30">normal</priority>
        <severity id="60">major</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="20">feedback</status>
        <resolution id="30">reopened</resolution>
        <projection id="10">none</projection>
        <category id="13">General</category>
        <date_submitted>1388784765</date_submitted>
        <last_updated>1393018238</last_updated>
        <eta id="10">none</eta>
        <version>2.7.6</version>
        <view_state id="10">public</view_state>
        <summary>Random characters in server description</summary>
        <due_date>1</due_date>
        <description>In the attached file you can see two servers that has random characters in their descriptions while in the soldat.ini file there are no such characters. Servers are running on linux (Debian).&#13;
&#13;
Soldat.ini fragment from the first (upper) server:&#13;
Server_Name=!  [rG] Knife Madness&#13;
Clanmatch=0&#13;
Internet_Connection=3&#13;
Greeting_Message=Welcome to [rG] Knife Madness&#13;
Greeting_Message2=gl&amp;hf :)&#13;
Greeting_Message3=Contact: soldat.rg@gmail.com&#13;
Server_Info=[BETA VERSION] Max ping=250, Contact: soldat.rg@gmail.com&#13;
&#13;
Soldat.ini fragment from the second (bottom) server:&#13;
Server_Name=!  [rG] [RM] #1&#13;
Clanmatch=0&#13;
Internet_Connection=3&#13;
Greeting_Message=Welcome to [rG] [RM] Rambo #1&#13;
Greeting_Message2=gl&amp;hf&#13;
Greeting_Message3=Type !cmds for a list of available commands.&#13;
Server_Info=&#13;
&#13;
I think that the same bug occurs on Windows servers (&quot;Daggerkowy&quot; servers have the same bug in the description and I've heard that they are running on Windows).</description>
        <additional_information>Contact: soldat.rg@gmail.com</additional_information>
    </issue>
    <issue>
        <id>529</id>
        <project id="1">Soldat</project>
        <reporter id="343">homerofgods</reporter>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="10">new</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="4">John</category>
        <date_submitted>1392752015</date_submitted>
        <last_updated>1392752037</last_updated>
        <eta id="10">none</eta>
        <view_state id="10">public</view_state>
        <summary>Ctrl+Tab or Ctrl+Shift+Tab, doesn't work after choosing tab with mouse</summary>
        <due_date>1</due_date>
        <description>Tabbing in lobby using Ctrl+Tab or Ctrl+Shift+Tab doesn't work if you have highlightet a tab by choosing a tab with your mouse.</description>
        <steps_to_reproduce>-Open soldat&#13;
-Choose a tab with your mouse&#13;
-Try Ctrl+Tab or Ctrl+Shift+Tab</steps_to_reproduce>
        <additional_information>If you have played the intro, the highlight will be wrong&#13;
Steps To Reproduce:&#13;
-Open soldat with the intro&#13;
-Try Ctrl+Tab or Ctrl+Shift+Tab</additional_information>
    </issue>
    <issue>
        <id>451</id>
        <project id="1">Soldat</project>
        <reporter id="548">McWise</reporter>
        <handler id="34">Shoozza</handler>
        <priority id="20">low</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="4">John</category>
        <date_submitted>1381257322</date_submitted>
        <last_updated>1392752037</last_updated>
        <eta id="10">none</eta>
        <version>1.6.5</version>
        <fixed_in_version>1.6.7</fixed_in_version>
        <view_state id="10">public</view_state>
        <summary>When tabs in Lobby are changed using Ctrl+Tab or Ctrl+Shift+Tab, the highlighting of the current tab does not update</summary>
        <due_date>1</due_date>
        <description>See title and screenshot. It shows the option tab, but &quot;Join Game&quot; is highlighted.</description>
        <steps_to_reproduce>1) Start Soldat client.&#13;
2) Choose a profile and click ok.&#13;
3) Press Ctrl+Tab, Ctrl+Shift+Tab as you like&#13;
4) Observe situation as in screenshot.&#13;
</steps_to_reproduce>
    </issue>
    <issue>
        <id>526</id>
        <project id="1">Soldat</project>
        <reporter id="427">duz</reporter>
        <priority id="40">high</priority>
        <severity id="60">major</severity>
        <reproducibility id="30">sometimes</reproducibility>
        <status id="10">new</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="48">Graphics</category>
        <date_submitted>1392664669</date_submitted>
        <last_updated>1392695236</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>8.1</os_build>
        <platform>x64</platform>
        <version>1.6.6</version>
        <view_state id="10">public</view_state>
        <summary>Video settings are not compatible with your system or hardware</summary>
        <due_date>1</due_date>
        <profile_id>46</profile_id>
        <description>Video settings are not compatible with your system or hardware&#13;
http://www.youtube.com/watch?v=70lGXJ9mH1o</description>
        <steps_to_reproduce>Windows 8.1 Pro &gt; Just change the settings and try to save them.</steps_to_reproduce>
    </issue>
    <issue>
        <id>279</id>
        <project id="1">Soldat</project>
        <reporter id="182">As de Espada</reporter>
        <handler id="3">skoskav</handler>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="9">Other</category>
        <date_submitted>1355793660</date_submitted>
        <last_updated>1392409056</last_updated>
        <eta id="10">none</eta>
        <fixed_in_version>1.6.7</fixed_in_version>
        <view_state id="10">public</view_state>
        <summary>readonly.txt is not keeping maps safe</summary>
        <due_date>1</due_date>
        <description>if you enter a server that has a map different from your, you will be kicked. If you try to join again, you will download and replace the map, but that is not supposed to happen with default maps, that are in the readonly.txt</description>
        <steps_to_reproduce>create a server, modify a default map, join your server, you will be kicked out, rejoin the server, your map will be replaced.</steps_to_reproduce>
    </issue>
    <issue>
        <id>95</id>
        <project id="1">Soldat</project>
        <reporter id="182">As de Espada</reporter>
        <handler id="3">skoskav</handler>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="9">Other</category>
        <date_submitted>1318397319</date_submitted>
        <last_updated>1392406494</last_updated>
        <eta id="10">none</eta>
        <version>1.6.1</version>
        <fixed_in_version>1.6.7</fixed_in_version>
        <view_state id="10">public</view_state>
        <summary>readonly.txt doesn't include new maps</summary>
        <due_date>1</due_date>
        <description>readonly.txt doesn't include&#13;
ctf_Campeche&#13;
ctf_Scorpion&#13;
ctf_Triumph</description>
        <steps_to_reproduce>Go to your soldat folder and open the file readonly.txt</steps_to_reproduce>
        <additional_information>I didn't check all the maps</additional_information>
    </issue>
    <issue>
        <id>516</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="570">ExHunter</reporter>
        <handler id="570">ExHunter</handler>
        <priority id="30">normal</priority>
        <severity id="60">major</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="14">Scripting Core</category>
        <date_submitted>1389182384</date_submitted>
        <last_updated>1392226191</last_updated>
        <eta id="10">none</eta>
        <version>2.7.6</version>
        <target_version>2.7.7</target_version>
        <view_state id="10">public</view_state>
        <summary>SC3 global variable Game.Teams is empty after recompile</summary>
        <due_date>1</due_date>
        <description>for instance:&#13;
&#13;
2 Players on alpha&#13;
Game.Teams[1].Count returns 2&#13;
recompile&#13;
Game.Teams[1].Count returns 0&#13;
&#13;
only when they join a team they are visible again.</description>
        <steps_to_reproduce>recompile</steps_to_reproduce>
    </issue>
    <issue>
        <id>398</id>
        <project id="1">Soldat</project>
        <reporter id="574">Bistoufly</reporter>
        <handler id="3">skoskav</handler>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="3">Gameplay</category>
        <date_submitted>1377283790</date_submitted>
        <last_updated>1391814944</last_updated>
        <eta id="10">none</eta>
        <version>1.6.5</version>
        <fixed_in_version>1.6.7</fixed_in_version>
        <view_state id="10">public</view_state>
        <summary>barret can bink players from the same team</summary>
        <due_date>1</due_date>
        <description>If you shoot with the barret to someone from your team, he can get binked.&#13;
&#13;
The player getting binked must be moving on the ground.&#13;
&#13;
Animated gif showing the bug attached to the ticket</description>
        <steps_to_reproduce>1)join a server with a friend and go in same team&#13;
2)both equip with barret&#13;
3)ask your friend to shoot you while you are running on the ground.&#13;
4) notice the cursor getting bigger</steps_to_reproduce>
        <additional_information>Soldat forum post: http://forums.soldat.pl/index.php?topic=42789.msg514694#msg514694</additional_information>
    </issue>
    <issue>
        <id>305</id>
        <project id="1">Soldat</project>
        <reporter id="574">Bistoufly</reporter>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="100">N/A</reproducibility>
        <status id="40">confirmed</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="9">Other</category>
        <date_submitted>1359038465</date_submitted>
        <last_updated>1391586064</last_updated>
        <eta id="10">none</eta>
        <view_state id="10">public</view_state>
        <summary>M79, flaming arrow and LAW have hardcoded damage that cannot be prevented from script</summary>
        <due_date>1</due_date>
        <description>from Nedi: &#13;
&quot;I have problem with CreateBullet procedure. I want spawned bullet to do 0 damage. I have tried to set up hit multiplier to 0, -100 and -9999. Bullets were pwning soldier in one hit. I have tried m79 grenades and flaming arrows. Is it possible to spawn bullet doing 0 damage?&quot;&#13;
&#13;
See: http://forums.soldat.pl/index.php?topic=42416.0</description>
    </issue>
    <issue>
        <id>181</id>
        <project id="1">Soldat</project>
        <reporter id="556">x7thh0ah</reporter>
        <handler id="3">skoskav</handler>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="3">Gameplay</category>
        <date_submitted>1334334765</date_submitted>
        <last_updated>1391560543</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>XP SP3 </os_build>
        <platform>x86</platform>
        <version>1.6.2</version>
        <fixed_in_version>1.6.7</fixed_in_version>
        <view_state id="10">public</view_state>
        <summary>Disabling weapon's menu not always working</summary>
        <due_date>1</due_date>
        <profile_id>13</profile_id>
        <description>Actually, it doesn't working if you have only one weapon with you (and nothing on your back/in hands). It's kinda annoying when you don't have secondary weapon (you can disable/enable menu only when you are dead)</description>
        <steps_to_reproduce>1. Start a game&#13;
2. Take any weapons&#13;
3. Drop one of them&#13;
4. Try to enable/disable weapon's menu</steps_to_reproduce>
    </issue>
    <issue>
        <id>170</id>
        <project id="1">Soldat</project>
        <reporter id="570">ExHunter</reporter>
        <handler id="3">skoskav</handler>
        <priority id="60">immediate</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="3">Gameplay</category>
        <date_submitted>1330895799</date_submitted>
        <last_updated>1391466783</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>Vista SP2</os_build>
        <platform>x64</platform>
        <version>1.6.2</version>
        <fixed_in_version>1.6.7</fixed_in_version>
        <view_state id="10">public</view_state>
        <summary>Moving speed while jumping</summary>
        <due_date>1</due_date>
        <profile_id>26</profile_id>
        <description>Well,&#13;
&#13;
If you run from right to left and you are facing to the left and you jump, your speed will be higher, than facing to the right. I think that works as intended, because it makes sense.&#13;
&#13;
But now: If you run from left to right and you are facing to the right and you jump, your speed will be the same, whether you are looking to the left side or right side. Also it is slower than the first &quot;faster&quot; scenario. See attachment.</description>
        <steps_to_reproduce>I think, that I already explained it well enough.</steps_to_reproduce>
        <additional_information>For the speed counter I used the !RunMode Server, to check my movement speed. I would also like that &quot;feature&quot; (if its intended or not), implement for both sides instead of removing it, because it gives Soldat a bit more realistic physics.</additional_information>
    </issue>
    <issue>
        <id>239</id>
        <project id="1">Soldat</project>
        <reporter id="574">Bistoufly</reporter>
        <handler id="3">skoskav</handler>
        <priority id="40">high</priority>
        <severity id="60">major</severity>
        <reproducibility id="30">sometimes</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="8">Multiplayer</category>
        <date_submitted>1340699107</date_submitted>
        <last_updated>1391344442</last_updated>
        <eta id="10">none</eta>
        <fixed_in_version>1.6.7</fixed_in_version>
        <view_state id="10">public</view_state>
        <summary>Spawn Bug on join after downloading a map.</summary>
        <due_date>1</due_date>
        <description>Players that have to rejoin a server after downloading a map they didn't have,&#13;
often spawn at random locations in the map.&#13;
&#13;
</description>
        <steps_to_reproduce>1: join a server in which there are maps you don't have.&#13;
2: change the map to one of these.&#13;
3: soldat downloads the missing map and makes you rejoin.&#13;
=&gt; You spawn randomly on the map</steps_to_reproduce>
        <additional_information>Some players will spawn inside polys or outside of the map.&#13;
In ctf, some players will spawn at the enemy flag.&#13;
&#13;
In climb some players will spawn near the flags, making them able to cap maps they don't have the skill to cap AND/OR in a shorter time that they could do.&#13;
=&gt; This ruins any chance to have a reliable stats system in climb servers!!!</additional_information>
    </issue>
    <issue>
        <id>162</id>
        <project id="4">Soldat Maps</project>
        <reporter id="540">DutchFlame</reporter>
        <handler id="182">As de Espada</handler>
        <priority id="40">high</priority>
        <severity id="40">tweak</severity>
        <reproducibility id="50">random</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="21">Polygon bugs</category>
        <date_submitted>1329770482</date_submitted>
        <last_updated>1390616638</last_updated>
        <eta id="10">none</eta>
        <os>ANY OS</os>
        <os_build>7 SP1</os_build>
        <platform>ANY PLATFORM</platform>
        <version>1.6.0</version>
        <view_state id="10">public</view_state>
        <summary>Ash bug</summary>
        <due_date>1</due_date>
        <profile_id>28</profile_id>
        <description>Flags RANDOMLY happens only IN RARE occasions UNABLE TO REPRODUCE, slides on the wall to mid base.&#13;
&#13;
It happens very rarely, but when it does its kinda unfair for the other team.&#13;
&#13;
Happens on both sides, but more on the right side of the map.</description>
        <steps_to_reproduce>cannot.</steps_to_reproduce>
        <additional_information>Flag just slides from flag area againts the wall with a speed that it ends up landing around the mid point.(top of closest base).</additional_information>
    </issue>
    <issue>
        <id>501</id>
        <project id="1">Soldat</project>
        <reporter id="568">Szaman</reporter>
        <handler id="34">Shoozza</handler>
        <priority id="20">low</priority>
        <severity id="40">tweak</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="80">resolved</status>
        <resolution id="70">no change required</resolution>
        <projection id="10">none</projection>
        <category id="4">John</category>
        <date_submitted>1388291121</date_submitted>
        <last_updated>1390232877</last_updated>
        <eta id="10">none</eta>
        <version>1.6.6</version>
        <view_state id="10">public</view_state>
        <summary>Link destination could be better</summary>
        <due_date>1</due_date>
        <description>When you click on the link in the left bottom corner of the soldat's main window, you are going to the http://soldat.thd.vg/en/ page.&#13;
Why it's only the english version ?&#13;
&#13;
I think that if I have a polish version of soldat, then I should go to the polish version of the site, right ?</description>
    </issue>
    <issue>
        <id>73</id>
        <project id="1">Soldat</project>
        <reporter id="302">Mittsu</reporter>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="40">confirmed</status>
        <resolution id="30">reopened</resolution>
        <projection id="10">none</projection>
        <category id="3">Gameplay</category>
        <date_submitted>1317462185</date_submitted>
        <last_updated>1390232129</last_updated>
        <eta id="10">none</eta>
        <fixed_in_version>1.6.3</fixed_in_version>
        <view_state id="10">public</view_state>
        <summary>Deaths count bug in Survival</summary>
        <due_date>1</due_date>
        <description>When coming from Spectator team to any playing team, the player gets -1 deaths to deaths count, when he had 0 deaths before, he will get -65535 (or something like that) deaths.&#13;
</description>
        <steps_to_reproduce>if you just joined the server, select Spectator team and then go to any team (alpha, bravo etc.), you will get -65535 deaths&#13;
&#13;
If you were playing and have some deaths already (let's say 5), by joining Spectator and then going back to alpha/bravo team you will get -1 death (will result in 4 deaths in this case).&#13;
</steps_to_reproduce>
        <additional_information>this bug was happening in some older versions of soldat, 1.3 or 1.4 (dont remember which one), but was fixed in 1.5. It started appearing again in 1.6 betas.</additional_information>
    </issue>
    <issue>
        <id>514</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="568">Szaman</reporter>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="70">have not tried</reproducibility>
        <status id="10">new</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="13">General</category>
        <date_submitted>1388970458</date_submitted>
        <last_updated>1388970458</last_updated>
        <eta id="10">none</eta>
        <version>2.7.6</version>
        <view_state id="10">public</view_state>
        <summary>Strange error - &quot;Invalid file handle&quot;</summary>
        <due_date>1</due_date>
        <description>When trying to change game mode:&#13;
? / 02:05:29 /gamemode 2 (83.31.90.29)&#13;
?   02:05:29 Invalid file handle&#13;
? / 02:07:26 /gamemode 3 (83.31.90.29)&#13;
?   02:07:26 Invalid file handle&#13;
&#13;
Server returns the error like above.&#13;
Server runs on linux.</description>
    </issue>
    <issue>
        <id>485</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="568">Szaman</reporter>
        <priority id="20">low</priority>
        <severity id="50">minor</severity>
        <reproducibility id="100">N/A</reproducibility>
        <status id="30">acknowledged</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="13">General</category>
        <date_submitted>1387748313</date_submitted>
        <last_updated>1388844174</last_updated>
        <eta id="10">none</eta>
        <version>2.7.6</version>
        <view_state id="10">public</view_state>
        <summary>Not enough detiled message</summary>
        <due_date>1</due_date>
        <description>Hi,&#13;
&#13;
In admin log I've seen such messages:&#13;
? ? 21:42:06 Next map: ctf_Cobra&#13;
?   21:42:11 ctf_Cobra ~ by Demonic and Skoskav&#13;
? ? 21:42:18 93.105.212.125:24074 requesting game...&#13;
? + 21:42:18 Santa Skr joining game (93.105.212.125:24074) HWID:63CCB55AD02&#13;
? + 21:42:18 Santa Skr has joined as spectator.&#13;
? + 21:42:19 Santa Skr has joined the game.&#13;
? + 21:42:20 Santa Skr has joined alpha team.&#13;
? # 21:42:20 Santa Skr has been kicked.(93.105.212.125)&#13;
? ? 21:52:11 Next map: ctf_Nuubia&#13;
?   21:52:16 CTF Nuubia - Created by Troskal&#13;
&#13;
Why this player (Santa Skr) was kicked ? Who kicked him ? Server ?&#13;
&#13;
I think this message should be more precise.&#13;
&#13;
Best regards,&#13;
Szaman.</description>
    </issue>
    <issue>
        <id>504</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="568">Szaman</reporter>
        <priority id="30">normal</priority>
        <severity id="40">tweak</severity>
        <reproducibility id="100">N/A</reproducibility>
        <status id="10">new</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="13">General</category>
        <date_submitted>1388800651</date_submitted>
        <last_updated>1388800651</last_updated>
        <eta id="10">none</eta>
        <version>2.7.6</version>
        <view_state id="10">public</view_state>
        <summary>Loading map should not be case-sensitive</summary>
        <due_date>1</due_date>
        <description>When you have server on linux and you enters the filename in the mapslist or just want to change a map from script there are problems with maps filenames case sensivity.&#13;
&#13;
I propose to load all map file names into &quot;array&quot; and to compare them in 'lower case' with name provided by script/entry in mapslist, not to try to load them directly.</description>
    </issue>
    <issue>
        <id>502</id>
        <project id="1">Soldat</project>
        <reporter id="343">homerofgods</reporter>
        <priority id="20">low</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="30">acknowledged</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="9">Other</category>
        <date_submitted>1388444086</date_submitted>
        <last_updated>1388444337</last_updated>
        <eta id="10">none</eta>
        <view_state id="10">public</view_state>
        <summary>Unwanted Jet spam next to vertical polys</summary>
        <due_date>1</due_date>
        <description>Jetspam.gif explains it all.&#13;
It only happens when the wall is on your left side. &#13;
It doesn't matter what way you look.</description>
        <steps_to_reproduce>Play ctf_Crucifix (or any other map with straight horizontal polygons)&#13;
Use jet close to a horizontal wall</steps_to_reproduce>
        <additional_information>Only tested offline, only tested ctf_Cricifix.&#13;
Probbably was like this before 1.6.6 aswell.</additional_information>
    </issue>
    <issue>
        <id>493</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="568">Szaman</reporter>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="70">have not tried</reproducibility>
        <status id="10">new</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="14">Scripting Core</category>
        <date_submitted>1388289597</date_submitted>
        <last_updated>1388289597</last_updated>
        <eta id="10">none</eta>
        <version>2.7.6</version>
        <view_state id="10">public</view_state>
        <summary>Changing the player score do not ends the map</summary>
        <due_date>1</due_date>
        <description>I have a suspicion that if you have a script that modifies (adds) player score, and after such modification that player will reach the points limit, the game will not end (until he gain another point in &quot;normal&quot; way). &#13;
&#13;
The suspicion is probable because I have a script that adds sometimes (on kill) a point to a player (shooter) score and the game has ended when a player had 21 points (with 20 point limit). And as I remember, he didn't got this additional point with the last kill.</description>
    </issue>
    <issue>
        <id>377</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="506">Mighty</reporter>
        <handler id="570">ExHunter</handler>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="14">Scripting Core</category>
        <date_submitted>1376044755</date_submitted>
        <last_updated>1388180687</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>XP SP3 </os_build>
        <platform>x86</platform>
        <version>2.7.5</version>
        <fixed_in_version>2.7.7</fixed_in_version>
        <view_state id="10">public</view_state>
        <summary>Script Core 3 - Wrong values of TGame.TimeLeft</summary>
        <due_date>1</due_date>
        <profile_id>13</profile_id>
        <description>Condition (Game.Timeleft=0) is TRUE every minute</description>
        <steps_to_reproduce>Use the script&#13;
&#13;
procedure MyOnClockTick(t: integer);&#13;
begin&#13;
  if (Game.Timeleft=0) then&#13;
    WriteLn('TIMELEFT = 0');&#13;
end;&#13;
&#13;
begin&#13;
  Game.OnClockTick := @MyOnClockTick;&#13;
end.</steps_to_reproduce>
    </issue>
    <issue>
        <id>443</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="628">kicikici</reporter>
        <handler id="570">ExHunter</handler>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="14">Scripting Core</category>
        <date_submitted>1380215921</date_submitted>
        <last_updated>1388084796</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>7</os_build>
        <platform>x64</platform>
        <version>2.7.5</version>
        <fixed_in_version>2.7.7</fixed_in_version>
        <view_state id="10">public</view_state>
        <summary>SC3 - Event OnVoteMapStart isn't called by /votemap command</summary>
        <due_date>1</due_date>
        <profile_id>17</profile_id>
        <description>Event OnVoteMapStart is called only when vote is started over the menu, not by /votemap &lt;map&gt; command.</description>
    </issue>
    <issue>
        <id>386</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="96">DorkeyDear</reporter>
        <handler id="570">ExHunter</handler>
        <priority id="40">high</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="14">Scripting Core</category>
        <date_submitted>1376496639</date_submitted>
        <last_updated>1388012847</last_updated>
        <eta id="10">none</eta>
        <fixed_in_version>2.7.7</fixed_in_version>
        <view_state id="10">public</view_state>
        <summary>SC3 TTeam.ID returns player identifier in TTeam.OnJoin event</summary>
        <due_date>1</due_date>
        <description>In the TTeam.OnJoin event, TTeam.ID returns the player identifier that joined the team. It should be the team number/identifier (0-5).</description>
        <steps_to_reproduce>procedure OnJoinTeam(const Player: TPlayer; const Team: TTeam);&#13;
begin&#13;
	WriteLn('Player.Team=' + InttoStr(Player.Team));&#13;
	WriteLn('Team.Id=' + InttoStr(Team.Id));&#13;
	WriteLn('');&#13;
end;&#13;
&#13;
var i: byte;&#13;
begin&#13;
	for i := 0 to 5 do Game.Teams[i].OnJoin := @OnJoinTeam;&#13;
end.&#13;
&#13;
-----&#13;
&#13;
Join the empty game on any team. It will say Team.Id=1. Adding bots, and /setteam`ing them shows this applies for bots and other player ids too.</steps_to_reproduce>
    </issue>
    <issue>
        <id>415</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="506">Mighty</reporter>
        <handler id="570">ExHunter</handler>
        <priority id="40">high</priority>
        <severity id="60">major</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="14">Scripting Core</category>
        <date_submitted>1378756800</date_submitted>
        <last_updated>1388012802</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>XP SP3 </os_build>
        <platform>x86</platform>
        <version>2.7.6b1</version>
        <view_state id="10">public</view_state>
        <summary>Game.Teams[i].OnJoin is replacing Game.OnJoin and is nto working as intended</summary>
        <due_date>1</due_date>
        <profile_id>13</profile_id>
        <description>Basically Game.OnJoin is never called. &#13;
When a player joins game, Teams.OnJoin is being called.&#13;
If a player changes his team later on, none of these events are called</description>
        <steps_to_reproduce>Use attached script, add a bot and switch his team few times</steps_to_reproduce>
        <additional_information>Script Core 3</additional_information>
    </issue>
    <issue>
        <id>396</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="506">Mighty</reporter>
        <handler id="570">ExHunter</handler>
        <priority id="30">normal</priority>
        <severity id="60">major</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="14">Scripting Core</category>
        <date_submitted>1377186125</date_submitted>
        <last_updated>1388012588</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>XP SP3 </os_build>
        <platform>x86</platform>
        <fixed_in_version>2.7.7</fixed_in_version>
        <view_state id="10">public</view_state>
        <summary>Server freeze after Players[ID].Alive := FALSE;</summary>
        <due_date>1</due_date>
        <profile_id>13</profile_id>
        <description>Server freezes after trying to kill a player using Players[1].Alive := FALSE;</description>
        <steps_to_reproduce>Use attached script, join the server and type /killme</steps_to_reproduce>
    </issue>
    <issue>
        <id>475</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="568">Szaman</reporter>
        <handler id="61">SpiltCoffee</handler>
        <priority id="40">high</priority>
        <severity id="60">major</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="80">resolved</status>
        <resolution id="70">no change required</resolution>
        <projection id="10">none</projection>
        <category id="52">Admin-Client Protocol</category>
        <date_submitted>1386615306</date_submitted>
        <last_updated>1387525851</last_updated>
        <eta id="10">none</eta>
        <os>Debian GNU/Linux</os>
        <platform>64 bit</platform>
        <version>2.7.6</version>
        <fixed_in_version>2.7.7</fixed_in_version>
        <view_state id="10">public</view_state>
        <summary>Not detailed error message</summary>
        <due_date>1</due_date>
        <description>Hi,&#13;
&#13;
Let's assume that you have a script on your server (hosted on linux). &#13;
&#13;
In the Inludes.txt file there is entry: myScript.pas&#13;
&#13;
If the PAS file name is myScript.PAS there will be error while loading script (and the server shutdown also :/).&#13;
Error message shown is &quot;File not found&quot;. &#13;
&#13;
And my question is... which file ? The message should be:&#13;
File &quot;myScript.pas&quot; declared in ScriptDir/Includes.txt not found.&#13;
&#13;
Also there is connected to this bug - if there is a space character on the end of the line with pas filename - the same error occurs.</description>
        <steps_to_reproduce>Install a script (on linux hosted server).&#13;
Change in Includes.txt extension from pas to PAS or add a space at the line end.&#13;
Recompile/restart server.</steps_to_reproduce>
        <additional_information>Please fix this message and please trim the filename before loading attempt...</additional_information>
    </issue>
    <issue>
        <id>291</id>
        <project id="1">Soldat</project>
        <reporter id="343">homerofgods</reporter>
        <handler id="61">SpiltCoffee</handler>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="3">Gameplay</category>
        <date_submitted>1356724907</date_submitted>
        <last_updated>1387459490</last_updated>
        <eta id="10">none</eta>
        <version>1.6.3</version>
        <fixed_in_version>1.6.7</fixed_in_version>
        <view_state id="10">public</view_state>
        <summary>Excessive /victory sound in survival DM/RM</summary>
        <due_date>1</due_date>
        <description>When there is one remaining player of a survival round it will automatically trigger /victory.&#13;
The feature is cool but it will trigger the sound even if the remaining player is unable to do the animation (mid-air or reloading).&#13;
Furthermore /victory will also be triggered when that remaining player is automatically killed to start the next round, wich is totally unnecessary.</description>
        <steps_to_reproduce>-Make a Deathmatch or Rambomatch survival game with some bots&#13;
-Kill all the bots&#13;
-/victory will be triggered even if you are in mid-air&#13;
-Wait to get killed for next round, you will then get /victory sound again</steps_to_reproduce>
    </issue>
    <issue>
        <id>474</id>
        <project id="1">Soldat</project>
        <reporter id="61">SpiltCoffee</reporter>
        <handler id="61">SpiltCoffee</handler>
        <priority id="40">high</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="3">Gameplay</category>
        <date_submitted>1386341399</date_submitted>
        <last_updated>1386598759</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>7 SP1</os_build>
        <platform>x64</platform>
        <version>1.6.6</version>
        <fixed_in_version>1.6.7</fixed_in_version>
        <view_state id="10">public</view_state>
        <summary>When prone, firing the Spas-12 does not always cancel reloading</summary>
        <due_date>1</due_date>
        <profile_id>28</profile_id>
        <description>Firing the Spas-12 while reloading is meant to interrupt the reloading. As a result, the player stops reloading after the bullet is fired and, unless the gun has zero ammo, the player has to start reloading again.&#13;
&#13;
If the player is prone and reloading, firing at a specific time during the reload does not interrupt it.</description>
        <steps_to_reproduce>1. Go prone with a Spas-12&#13;
2. Fire at least two bullets&#13;
3. Start reloading&#13;
4. Just after the ammo count increases (say from 4 to 5), fire the gun.&#13;
&#13;
If done right, the reloading animation will not be cancelled, and thus the next shell will be reloaded even before the fire interval delay is over.</steps_to_reproduce>
    </issue>
    <issue>
        <id>335</id>
        <project id="1">Soldat</project>
        <reporter id="588">emteka</reporter>
        <handler id="395">Fryer</handler>
        <priority id="30">normal</priority>
        <severity id="60">major</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="3">Gameplay</category>
        <date_submitted>1374420428</date_submitted>
        <last_updated>1386461591</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>XP SP3 </os_build>
        <platform>x86</platform>
        <version>1.6.4</version>
        <fixed_in_version>1.6.6</fixed_in_version>
        <view_state id="10">public</view_state>
        <summary>No ricochet because of flagger/flag collides polygon type</summary>
        <due_date>1</due_date>
        <profile_id>13</profile_id>
        <description>No ricochet because of flagger/flag collides polygon type</description>
        <steps_to_reproduce>Shoot a law trough middle on ctf_Crucifix trying to make a ricochet</steps_to_reproduce>
    </issue>
    <issue>
        <id>470</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="628">kicikici</reporter>
        <handler id="507">Falcon</handler>
        <priority id="60">immediate</priority>
        <severity id="70">crash</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="14">Scripting Core</category>
        <date_submitted>1386156887</date_submitted>
        <last_updated>1386285962</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>7 SP1</os_build>
        <platform>x64</platform>
        <version>2.7.6</version>
        <view_state id="10">public</view_state>
        <summary>Script on SC3 crashes after join 6th player</summary>
        <due_date>1</due_date>
        <profile_id>28</profile_id>
        <description>Simple example of script:&#13;
&#13;
function MyOnCommand(Player: TActivePlayer; Command: string): Boolean;&#13;
begin&#13;
   if Command = '/crash' then begin&#13;
      Players[Player.ID].WriteConsole('Crash in progress...',$fefefe);&#13;
   end;&#13;
end;&#13;
 &#13;
var &#13;
   i: Byte;&#13;
begin&#13;
   for i:=1 to 32 do begin&#13;
      Players[i].OnCommand := @MyOnCommand;&#13;
   end;&#13;
end.&#13;
&#13;
When 6th player joins server, we get a unexpected crash:&#13;
&#13;
(15:16:40)  [*] [scriptcore3] Unhandled exception occured: &#13;
(15:16:40)  [*] [scriptcore3] Wrong parameter&#13;
(15:16:40)  [*] Disabling scriptcore3&#13;
&#13;
Related topic on forum: http://forums.soldat.pl/index.php?topic=42934.0</description>
    </issue>
    <issue>
        <id>161</id>
        <project id="1">Soldat</project>
        <reporter id="556">x7thh0ah</reporter>
        <handler id="61">SpiltCoffee</handler>
        <priority id="20">low</priority>
        <severity id="20">trivial</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="3">Gameplay</category>
        <date_submitted>1329758069</date_submitted>
        <last_updated>1386168500</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>XP SP3 </os_build>
        <platform>x86</platform>
        <version>1.6.2</version>
        <fixed_in_version>1.6.7</fixed_in_version>
        <view_state id="10">public</view_state>
        <summary>Spas reloading without FireInterval delay</summary>
        <due_date>1</due_date>
        <profile_id>13</profile_id>
        <description>But now it's major thing. When you want to load pellet after shot, a FireInterval delay must end. But not with last pellet - when you get your Spas empty, gostek will start load weapon right after shot.</description>
        <steps_to_reproduce>1. Take Spas at the start of game.&#13;
2. Empty it and watch FireInterval belt.</steps_to_reproduce>
        <additional_information>On screen you can see that gostek loaded 1st pellet but FI didn't end.</additional_information>
    </issue>
    <issue>
        <id>365</id>
        <project id="1">Soldat</project>
        <reporter id="343">homerofgods</reporter>
        <handler id="61">SpiltCoffee</handler>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="30">sometimes</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="3">Gameplay</category>
        <date_submitted>1375310145</date_submitted>
        <last_updated>1386168452</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>7</os_build>
        <platform>x64</platform>
        <version>1.6.4</version>
        <fixed_in_version>1.6.7</fixed_in_version>
        <view_state id="10">public</view_state>
        <summary>Irregularity in last spas clip</summary>
        <due_date>1</due_date>
        <profile_id>17</profile_id>
        <description>When you're firing your last clip, it sometimes reloads 2 clips before you are able to shoot. </description>
        <steps_to_reproduce>Pick the spas and empty the gun from clips, it will now automatically start reloading, shoot the first clip when it is reloaded and try to keep the gun from reloading more then 1 clip.</steps_to_reproduce>
        <additional_information>I think this happens because you start reloading faster when you are at 0 clips. So a possible solution would be to add the same delay before you can reload as when you are at any other number of clips left.</additional_information>
    </issue>
    <issue>
        <id>468</id>
        <project id="1">Soldat</project>
        <reporter id="568">Szaman</reporter>
        <handler id="52">jrgp</handler>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="5">Lobby</category>
        <date_submitted>1384641900</date_submitted>
        <last_updated>1386121544</last_updated>
        <eta id="10">none</eta>
        <version>1.6.6</version>
        <view_state id="10">public</view_state>
        <summary>Bug in servers filtering</summary>
        <due_date>1</due_date>
        <description>Copy of the forum post: http://forums.soldat.pl/index.php?topic=42782.msg514360#msg514360&#13;
&#13;
Hi,&#13;
&#13;
I would like to report some bug (probably) I've found in client (1.6.4). Maybe it's some kind of bug in server, idk.&#13;
&#13;
I have some servers - some of them contains bots.&#13;
&#13;
When I have selected (in client) to ignore passworded servers then I can't see in lobby my servers with bots. When I uncheck it - I see them.&#13;
Also - it says in lobby view that those &quot;botted&quot; servers have passwords... when they haven't and you can join them without providing any password...&#13;
&#13;
Is it a bug ? Can anyone acknowledge this ?&#13;
&#13;
Thx. Best regards,&#13;
Peter.&#13;
&#13;
-------&#13;
Some other players confirms that bug (like Bonecrusher).</description>
        <steps_to_reproduce>1. Create server with bots&#13;
2. It probably will be seen in lobby as &quot;passworded&quot;&#13;
3. You can join in without providing password</steps_to_reproduce>
    </issue>
    <issue>
        <id>132</id>
        <project id="1">Soldat</project>
        <reporter id="548">McWise</reporter>
        <handler id="3">skoskav</handler>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="100">N/A</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="3">Gameplay</category>
        <date_submitted>1320797904</date_submitted>
        <last_updated>1385847467</last_updated>
        <eta id="10">none</eta>
        <version>1.6.2</version>
        <fixed_in_version>1.6.7</fixed_in_version>
        <view_state id="10">public</view_state>
        <summary>Throwing of flag is not intuitive and sometimes wrond</summary>
        <due_date>1</due_date>
        <description>If you throw the flag and don't wait long enough *after* the throw, and turn around instantly, flag will fly a random way. Same with shooting/knifing/nading flag.</description>
        <steps_to_reproduce>Throw a flag and look around shortly after you threw.</steps_to_reproduce>
        <additional_information>You could take the angle and the duration of the throw button pressed into account how the flag should fly.</additional_information>
    </issue>
    <issue>
        <id>388</id>
        <project id="1">Soldat</project>
        <reporter id="96">DorkeyDear</reporter>
        <handler id="3">skoskav</handler>
        <priority id="30">normal</priority>
        <severity id="20">trivial</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="9">Other</category>
        <date_submitted>1376498250</date_submitted>
        <last_updated>1385206256</last_updated>
        <eta id="10">none</eta>
        <version>1.6.5</version>
        <fixed_in_version>1.6.7</fixed_in_version>
        <view_state id="10">public</view_state>
        <summary>Pressing 0 while selecting a team after first joining causes no team to be joined and menu disappears</summary>
        <due_date>1</due_date>
        <description>When joining a team-based game, pressing 0 when the team selection menu come up causes no action to take place (not joining a team), and the team selection menu to disappear. You are stuck in a freecam-like situation without actually being in the server. You need to leave are rejoin to try to select a team again.</description>
        <steps_to_reproduce>-Join a game with teams&#13;
-When the team choice menu comes up, press '0'</steps_to_reproduce>
    </issue>
    <issue>
        <id>428</id>
        <project id="1">Soldat</project>
        <reporter id="550">TheOne</reporter>
        <handler id="3">skoskav</handler>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="4">John</category>
        <date_submitted>1379245615</date_submitted>
        <last_updated>1384711295</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>XP SP3 </os_build>
        <platform>x86</platform>
        <version>1.6.5</version>
        <fixed_in_version>1.6.7</fixed_in_version>
        <view_state id="10">public</view_state>
        <summary>Input blocked once after opening team menu</summary>
        <due_date>1</due_date>
        <profile_id>13</profile_id>
        <description>When I open the team menu with Escape and select the entry with the mouse in the menu, then try to use a number for choosing a team, it fails the first time. The second time it works.</description>
        <steps_to_reproduce>- Hit ingame Escape&#13;
- Select Join Team Menu with mouse&#13;
- Hit 1/2 on keyboard (doesn't work)&#13;
- Hit it again (works)</steps_to_reproduce>
        <additional_information>Selecting with keys works flawlessly when you open the team menu with the 4-key.</additional_information>
    </issue>
    <issue>
        <id>460</id>
        <project id="1">Soldat</project>
        <reporter id="629">Control</reporter>
        <handler id="3">skoskav</handler>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="3">Gameplay</category>
        <date_submitted>1381696948</date_submitted>
        <last_updated>1384697448</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>7 SP1</os_build>
        <platform>x64</platform>
        <version>1.6.6</version>
        <fixed_in_version>1.6.7</fixed_in_version>
        <view_state id="10">public</view_state>
        <summary>When you pause the game (F10 or !Pause), the cursor disapears.</summary>
        <due_date>1</due_date>
        <profile_id>28</profile_id>
        <description>Just like the summary says, when Soldat is paused the cursor disappears. This ruins the gameplay because you are unable to see where your bullets go and you can potentially miss a game winning kill.&#13;
&#13;
Also, if you press ESC your mouse appears and when you press ESC again it disappears... O.O</description>
        <steps_to_reproduce>Pause the game.</steps_to_reproduce>
    </issue>
    <issue>
        <id>277</id>
        <project id="1">Soldat</project>
        <reporter id="343">homerofgods</reporter>
        <handler id="3">skoskav</handler>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="9">Other</category>
        <date_submitted>1354729171</date_submitted>
        <last_updated>1384655695</last_updated>
        <eta id="10">none</eta>
        <fixed_in_version>1.6.7</fixed_in_version>
        <view_state id="10">public</view_state>
        <summary>Freecam only goes smooth one way</summary>
        <due_date>1</due_date>
        <description>When you are in freecam mode you can move your mouse just a little bit to the right to make it go slowly and smooth to the right.&#13;
But the same thing doesn't happen when you try to go smooth to the left.&#13;
Instead the camera kinda stops, and when you REALLY takes your mouse to the left it jumpstarts in a higher speed. It's not possible to make it go slow to the left.</description>
        <steps_to_reproduce>Join a game as spectator&#13;
Try to move your mouse to left and right side and see what happens.</steps_to_reproduce>
    </issue>
    <issue>
        <id>462</id>
        <project id="4">Soldat Maps</project>
        <reporter id="574">Bistoufly</reporter>
        <handler id="182">As de Espada</handler>
        <priority id="60">immediate</priority>
        <severity id="60">major</severity>
        <reproducibility id="100">N/A</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="22">Scenery/texture/edge</category>
        <date_submitted>1381838905</date_submitted>
        <last_updated>1383358977</last_updated>
        <eta id="10">none</eta>
        <view_state id="10">public</view_state>
        <summary>1 scenery file missing in 1.6.6 install</summary>
        <due_date>1</due_date>
        <description>amb_fog_ground-sk_soft.png   (in Rotten)&#13;
&#13;
File attached to the ticket.</description>
    </issue>
    <issue>
        <id>13</id>
        <project id="1">Soldat</project>
        <reporter id="217">LoneR</reporter>
        <priority id="30">normal</priority>
        <severity id="60">major</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="30">acknowledged</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="9">Other</category>
        <date_submitted>1315938976</date_submitted>
        <last_updated>1381866570</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>XP SP3</os_build>
        <platform>x86</platform>
        <version>1.6.0</version>
        <view_state id="10">public</view_state>
        <summary>Anti-Aliasing doesn't work</summary>
        <due_date>1</due_date>
        <profile_id>19</profile_id>
        <description>Anti-Aliasing doesn't work in resolutions greater than ???x480.</description>
        <steps_to_reproduce>1) Turn anti-aliasing on.&#13;
2) Set resolution to anything greater than ???x480 (anti-aliasing works in 640x480, 768x480 and 854x480).&#13;
&#13;
*The issue occurs regardless of how you run the game - fullscreen, windowed, or resized.&#13;
</steps_to_reproduce>
        <additional_information>CPU: Intel(R) Pentium(R) D CPU 2.80GHz, 2.79GHz&#13;
RAM: 2GB&#13;
Videocard: NVidia GeForce 7600GT with latest drivers.&#13;
DirectX: v9.0c (4.09.0000.0904)&#13;
&#13;
this problem is present in Soldat v1.5, 1.5.1 and possibly 1.4.* as well.</additional_information>
    </issue>
    <issue>
        <id>455</id>
        <project id="4">Soldat Maps</project>
        <reporter id="574">Bistoufly</reporter>
        <handler id="574">Bistoufly</handler>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="100">N/A</reproducibility>
        <status id="50">assigned</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="21">Polygon bugs</category>
        <date_submitted>1381465156</date_submitted>
        <last_updated>1381465211</last_updated>
        <eta id="10">none</eta>
        <version>1.6.5</version>
        <view_state id="10">public</view_state>
        <summary>Polybug fixing for ctf_Cobra</summary>
        <due_date>1</due_date>
        <description>-Fixed several polybugs (green circles in attached screenshot)&#13;
-Fixed invisible polygons not matching visible ones (red circles in attached screenshot)&#13;
-removed confusing scenery (between the colliders mid route)&#13;
-set the lighting scenery to back (at the request of SCTFL players</description>
    </issue>
    <issue>
        <id>433</id>
        <project id="1">Soldat</project>
        <reporter id="34">Shoozza</reporter>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="40">confirmed</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="11">Singleplayer</category>
        <date_submitted>1379506859</date_submitted>
        <last_updated>1381405857</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>7</os_build>
        <platform>x86</platform>
        <version>1.6.5</version>
        <target_version>1.7.0</target_version>
        <view_state id="10">public</view_state>
        <summary>Cannot join single player game after demo playback failed</summary>
        <due_date>1</due_date>
        <profile_id>15</profile_id>
        <description>If demo playback failed joining single player game doesn't work.&#13;
You see how it tries to join the game but immediately leaves.&#13;
Joining multiplayer games still works.</description>
        <steps_to_reproduce>Remove map which the Intro demo uses&#13;
Enable Intro playback&#13;
Run Soldat&#13;
After failed demo playback click on join game tab then on start tab game&#13;
Then click on start game</steps_to_reproduce>
    </issue>
    <issue>
        <id>432</id>
        <project id="1">Soldat</project>
        <reporter id="34">Shoozza</reporter>
        <priority id="20">low</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="40">confirmed</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="11">Singleplayer</category>
        <date_submitted>1379506663</date_submitted>
        <last_updated>1381405775</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>7</os_build>
        <platform>x86</platform>
        <version>1.6.5</version>
        <target_version>1.7.0</target_version>
        <view_state id="10">public</view_state>
        <summary>Music keeps playing when demo map is missing</summary>
        <due_date>1</due_date>
        <profile_id>15</profile_id>
        <description>If the map which is used for the demo is missing you get thrown out to the GUI and the demo music keeps playing.&#13;
&#13;
&#13;
</description>
        <steps_to_reproduce>Remove map used by the demo in maps folder.&#13;
Enable demo playback in config&#13;
Run soldat</steps_to_reproduce>
    </issue>
    <issue>
        <id>402</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="542">Bonecrusher</reporter>
        <handler id="34">Shoozza</handler>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="70">have not tried</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="51">Filetransfer Protocol</category>
        <date_submitted>1377621025</date_submitted>
        <last_updated>1379478515</last_updated>
        <eta id="10">none</eta>
        <fixed_in_version>2.7.6</fixed_in_version>
        <view_state id="10">public</view_state>
        <summary>Fileserver crashes very often</summary>
        <due_date>1</due_date>
        <description>When someone is downloading a map filserver tend to crash. Dozens times a day</description>
        <steps_to_reproduce>Create a server&#13;
Upload some non-default maps&#13;
Link players to server&#13;
Wait for the crash</steps_to_reproduce>
        <additional_information>Annoying as fuck</additional_information>
    </issue>
    <issue>
        <id>259</id>
        <project id="1">Soldat</project>
        <reporter id="542">Bonecrusher</reporter>
        <priority id="40">high</priority>
        <severity id="50">minor</severity>
        <reproducibility id="70">have not tried</reproducibility>
        <status id="40">confirmed</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="3">Gameplay</category>
        <date_submitted>1351773697</date_submitted>
        <last_updated>1378916142</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>XP SP3 </os_build>
        <platform>x86</platform>
        <version>1.6.3</version>
        <view_state id="10">public</view_state>
        <summary>Lag jumps</summary>
        <due_date>1</due_date>
        <profile_id>13</profile_id>
        <description>You can make your gostek jump really high up in the air in some cases.</description>
        <steps_to_reproduce>Disconnect and connect back your ethernet cable really fast&#13;
Your gostek will jump ridiculously high</steps_to_reproduce>
        <additional_information>This bug is abused on many climb servers.</additional_information>
    </issue>
    <issue>
        <id>399</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="96">DorkeyDear</reporter>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="30">acknowledged</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="14">Scripting Core</category>
        <date_submitted>1377392192</date_submitted>
        <last_updated>1378734302</last_updated>
        <eta id="10">none</eta>
        <version>2.7.5</version>
        <view_state id="10">public</view_state>
        <summary>SC3 Legacy's CurrentMap is an empty string</summary>
        <due_date>1</due_date>
        <description>When using SC3 while having legacy enabled, the variable CurrentMap is always an empty string.</description>
        <additional_information>CurrentMap in the SC2 engine is fine.</additional_information>
    </issue>
    <issue>
        <id>394</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="542">Bonecrusher</reporter>
        <handler id="34">Shoozza</handler>
        <priority id="40">high</priority>
        <severity id="70">crash</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="52">Admin-Client Protocol</category>
        <date_submitted>1376822797</date_submitted>
        <last_updated>1377112090</last_updated>
        <eta id="10">none</eta>
        <os>Debian GNU/Linux</os>
        <os_build>5.0</os_build>
        <platform>amd64</platform>
        <version>2.7.5</version>
        <view_state id="10">public</view_state>
        <summary>-debug2 crashes server</summary>
        <due_date>1</due_date>
        <profile_id>32</profile_id>
        <description> Server starts but shuts down after a short while.</description>
        <steps_to_reproduce>http://forums.soldat.pl/index.php?topic=42760.msg514638#msg514638</steps_to_reproduce>
    </issue>
    <issue>
        <id>381</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="96">DorkeyDear</reporter>
        <handler id="507">Falcon</handler>
        <priority id="40">high</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="14">Scripting Core</category>
        <date_submitted>1376180651</date_submitted>
        <last_updated>1376180822</last_updated>
        <eta id="10">none</eta>
        <version>2.7.5</version>
        <view_state id="10">public</view_state>
        <summary>Map.Objects index span is limited to 32</summary>
        <due_date>1</due_date>
        <description>Indexing Map.Objects by a number greater than 32 causes an unhandled exception.</description>
        <steps_to_reproduce>procedure OnClockTick(Ticks: integer);&#13;
var&#13;
	i: byte;&#13;
begin&#13;
	for i := 1 to 90 do&#13;
		try&#13;
			if (Map.Objects[i].Active) then&#13;
				WriteLn(InttoStr(i) + ' active')&#13;
			else&#13;
				WriteLn(InttoStr(i) + ' inactive');&#13;
		except&#13;
			WriteLn(InttoStr(i) + ' exception');&#13;
		end;&#13;
end;&#13;
&#13;
begin&#13;
	Game.OnClockTick := @OnClockTick;&#13;
end.</steps_to_reproduce>
    </issue>
    <issue>
        <id>368</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="574">Bistoufly</reporter>
        <priority id="30">normal</priority>
        <severity id="40">tweak</severity>
        <reproducibility id="100">N/A</reproducibility>
        <status id="20">feedback</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="52">Admin-Client Protocol</category>
        <date_submitted>1375547171</date_submitted>
        <last_updated>1375787015</last_updated>
        <eta id="10">none</eta>
        <version>2.7.4</version>
        <view_state id="10">public</view_state>
        <summary>normal chat cannot be formally distinguished from system messages, commands, etc.</summary>
        <due_date>1</due_date>
        <description>As you can see in attached txt file, commands and system messages are formally indistinguishable from non-team chat. &#13;
&#13;
Possible fix: add (CHAT) in front of those lines.</description>
        <additional_information>Originally reported by Vv00t-SN in Soldat forum:&#13;
In point II) of the following post:&#13;
http://forums.soldat.pl/index.php?topic=42784.msg514390#msg514390</additional_information>
    </issue>
    <issue>
        <id>374</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="620">Silnikos</reporter>
        <handler id="507">Falcon</handler>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="14">Scripting Core</category>
        <date_submitted>1375693571</date_submitted>
        <last_updated>1375746539</last_updated>
        <eta id="10">none</eta>
        <os>Debian GNU/Linux</os>
        <os_build>6.0</os_build>
        <platform>i386</platform>
        <version>2.7.5</version>
        <view_state id="10">public</view_state>
        <summary>getPlayerStat(id,'primary') and PrimaryNum are the same IDs (same for secondary weapon)</summary>
        <due_date>1</due_date>
        <profile_id>29</profile_id>
        <description>When you change weapons, they both show the same ID. It worked fine before the 2.7.5 patch. It's the same with getPlayerStat(id,'secondary') and SecondaryNum.</description>
        <steps_to_reproduce>Run the attached script and use the change weapon event. The first two displayed numbers will stay the same all the time, just like the two last ones.</steps_to_reproduce>
    </issue>
    <issue>
        <id>136</id>
        <project id="1">Soldat</project>
        <reporter id="546">tk</reporter>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="40">confirmed</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="9">Other</category>
        <date_submitted>1322427473</date_submitted>
        <last_updated>1375698542</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>7</os_build>
        <platform>x86</platform>
        <view_state id="10">public</view_state>
        <summary>Broken statguns after minimalizing the window</summary>
        <due_date>1</due_date>
        <profile_id>15</profile_id>
        <description>After minimalizing and maximalizing the game, stationary guns are broken and they appear above the ground. Not 100% sure, but it happens only to statguns created with CreateObject scripting function.</description>
    </issue>
    <issue>
        <id>371</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="347">Mr</reporter>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="50">random</reproducibility>
        <status id="30">acknowledged</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="49">Game Protocol</category>
        <date_submitted>1375649499</date_submitted>
        <last_updated>1375650617</last_updated>
        <eta id="10">none</eta>
        <version>2.7.4</version>
        <view_state id="10">public</view_state>
        <summary>Kill registered twice</summary>
        <due_date>1</due_date>
        <description>Someone just hit me with a knife and a nade at approx. the same time, and the kill was visible twice in the kill log, each with a different weapon. Screenshot of the issue is attached.</description>
    </issue>
    <issue>
        <id>347</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="396">JotEmI</reporter>
        <handler id="507">Falcon</handler>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="14">Scripting Core</category>
        <date_submitted>1374912573</date_submitted>
        <last_updated>1375471736</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>XP SP3 </os_build>
        <platform>x86</platform>
        <version>2.7.4</version>
        <view_state id="10">public</view_state>
        <summary>OnPlayerDamage() and OnPlayerDamageEx() register damage when victim is dead.</summary>
        <due_date>1</due_date>
        <profile_id>13</profile_id>
        <description>Both OnPlayerDamage() and new OnPlayerDamageEx() are called when shooting through a place where a dead player was standing when he died. Weapon or bullet type doesn't seem to matter in this issue. See the attached demo, I've created a simple script to print damage and you can see that damage is still being printed even after player death.</description>
    </issue>
    <issue>
        <id>355</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="506">Mighty</reporter>
        <handler id="507">Falcon</handler>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="14">Scripting Core</category>
        <date_submitted>1375181765</date_submitted>
        <last_updated>1375471273</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>XP SP3 </os_build>
        <platform>x86</platform>
        <version>2.7.4</version>
        <view_state id="10">public</view_state>
        <summary>Script Core 3 - TPlayer.OnWeaponChange triggers 3 times instead of 1</summary>
        <due_date>1</due_date>
        <profile_id>13</profile_id>
        <description>When having 2 different weapons, switching between them just once triggers Player.OnWeaponChange 3 times</description>
        <steps_to_reproduce>Use below code as a script using Script Core 3&#13;
&#13;
procedure OnWepChangeMessage(Player: TActivePlayer; Primary, Secondary: TPlayerWeapon);&#13;
begin&#13;
  Player.Tell(Primary.Name + ' | ' + Secondary.Name);&#13;
end;&#13;
 &#13;
var &#13;
  i: Byte;&#13;
begin&#13;
  for i:=1 to 32 do&#13;
    Players[i].OnWeaponChange := @OnWepChangeMessage;&#13;
end.</steps_to_reproduce>
    </issue>
    <issue>
        <id>353</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="561">Squiddy</reporter>
        <handler id="507">Falcon</handler>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="14">Scripting Core</category>
        <date_submitted>1375068297</date_submitted>
        <last_updated>1375107126</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>7</os_build>
        <platform>x64</platform>
        <version>2.7.4</version>
        <view_state id="10">public</view_state>
        <summary>Command /recompile &lt;script&gt; adds a copy to the script to the server</summary>
        <due_date>1</due_date>
        <profile_id>17</profile_id>
        <description>When you do /recompile &lt;scriptname&gt;, it adds a copy of &lt;scriptname&gt; to the server. This way, you can have two (or more, if you repeat the process) versions of the same script (whether you changed anything in it or not) running at the same time.&#13;
&#13;
This is confirmed via the /info command (as shown on screenshots).</description>
        <steps_to_reproduce>Add any script to the server.&#13;
Do /recompile &lt;scriptname&gt;.&#13;
You can see that every thing the script makes, it will make twice. For example, a simple &quot;!alpha&quot; command should set your team twice.&#13;
&#13;
Repeat the process for more [s]chaos[/s] instances of the script.</steps_to_reproduce>
        <additional_information>Command /recompile returns the server to the normal state, where only one version of the script should be running (also as shown on screenshot).&#13;
&#13;
In the attached screenshots, I used &quot;/recompile climb&quot;, so you can see multiple instances of &quot;climb&quot; on the &quot;/info&quot; command.</additional_information>
    </issue>
    <issue>
        <id>344</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="396">JotEmI</reporter>
        <handler id="507">Falcon</handler>
        <priority id="30">normal</priority>
        <severity id="60">major</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="13">General</category>
        <date_submitted>1374775846</date_submitted>
        <last_updated>1374977371</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>XP SP3 </os_build>
        <platform>x86</platform>
        <version>2.7.4</version>
        <view_state id="10">public</view_state>
        <summary>Possible memory leak.</summary>
        <due_date>1</due_date>
        <profile_id>13</profile_id>
        <description>After each /recompile server's memory usage increases by ~1-5MB depending on number and size of loaded scripts.</description>
    </issue>
    <issue>
        <id>343</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="396">JotEmI</reporter>
        <handler id="507">Falcon</handler>
        <duplicate_id>332</duplicate_id>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="13">General</category>
        <date_submitted>1374775400</date_submitted>
        <last_updated>1374977350</last_updated>
        <eta id="10">none</eta>
        <os>Debian GNU/Linux</os>
        <os_build>5.0</os_build>
        <platform>i386</platform>
        <version>2.7.4</version>
        <view_state id="10">public</view_state>
        <summary>Crash and corrupted consolelog when running in deamon mode.</summary>
        <due_date>1</due_date>
        <profile_id>31</profile_id>
        <description>When server is running in deamon mode ConsoleLog is missing timestamps at first. Then after 15-30min timestamps reappear but it looks like no new logs are added.&#13;
Instead, server just repeats couple of previous lines, adding timestamp to them. Soon after that it crashes without giving any errors in console.&#13;
See attachment.</description>
    </issue>
    <issue>
        <id>139</id>
        <project id="1">Soldat</project>
        <reporter id="65">dst</reporter>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="40">confirmed</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="3">Gameplay</category>
        <date_submitted>1323171361</date_submitted>
        <last_updated>1374975091</last_updated>
        <eta id="10">none</eta>
        <version>1.6.2</version>
        <view_state id="10">public</view_state>
        <summary>the barrett's fire sound plays even though the weapon isn't actually fired</summary>
        <due_date>1</due_date>
        <description>not exactly sure when this happens because i haven't had time to fiddle with it, however i know that when you punch (or are punched, not sure) someone who's carrying the barrett, &quot;barrettm82-fire.wav&quot; plays.&#13;
&#13;
this is particularly annoying when you think the enemy has missed his shot and you have time to kill him. instead he shoots a moment after even though you can still hear him reloading.&#13;
&#13;
might happen with other weapons too but it's not as annoying. </description>
    </issue>
    <issue>
        <id>350</id>
        <project id="1">Soldat</project>
        <reporter id="65">dst</reporter>
        <priority id="30">normal</priority>
        <severity id="20">trivial</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="30">acknowledged</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="48">Graphics</category>
        <date_submitted>1374973317</date_submitted>
        <last_updated>1374973405</last_updated>
        <eta id="10">none</eta>
        <view_state id="10">public</view_state>
        <summary>m79's bullet rotates on wrong axis</summary>
        <due_date>1</due_date>
        <description>Instead of the center of the m79-bullet.png, the axis is located in the corner.&#13;
&#13;
Not a new thing but seemingly never reported and never fixed.</description>
    </issue>
    <issue>
        <id>339</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="542">Bonecrusher</reporter>
        <handler id="507">Falcon</handler>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="14">Scripting Core</category>
        <date_submitted>1374684747</date_submitted>
        <last_updated>1374711492</last_updated>
        <eta id="10">none</eta>
        <os>Debian GNU/Linux</os>
        <os_build>6.0</os_build>
        <platform>i386</platform>
        <version>2.7.4</version>
        <fixed_in_version>2.7.4</fixed_in_version>
        <view_state id="10">public</view_state>
        <summary>/recompile scriptname will cause script to be executed x number of times</summary>
        <due_date>1</due_date>
        <profile_id>29</profile_id>
        <description>If you /recompile scriptname it will execute said script twice when using any command linked to said script.&#13;
&#13;
http://img198.imageshack.us/img198/7641/n9ci.png</description>
        <steps_to_reproduce>/recompile scriptname&#13;
/recompile scriptname&#13;
&#13;
!cmd</steps_to_reproduce>
    </issue>
    <issue>
        <id>168</id>
        <project id="1">Soldat</project>
        <reporter id="540">DutchFlame</reporter>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="30">sometimes</reproducibility>
        <status id="40">confirmed</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="9">Other</category>
        <date_submitted>1330272005</date_submitted>
        <last_updated>1373809299</last_updated>
        <eta id="10">none</eta>
        <os>any</os>
        <os_build>any</os_build>
        <platform>any</platform>
        <view_state id="10">public</view_state>
        <summary>Flag fake bouncing</summary>
        <due_date>1</due_date>
        <profile_id>28</profile_id>
        <description>Oh and I also noticed that sometimes (happens alot), the flag is bouncing in your screen while its actually laying down or hanging at one place. (what you see is that the flag is going up and down for example) But the only way to catch it is to get to the actual place where it landed. If you step on the other point where the bouncing is, you'll not touch it.</description>
        <steps_to_reproduce>Throw the flag alot of times in servers or anything and get a lucky bouncing flag.</steps_to_reproduce>
        <additional_information>I don't think this bug was always there, but I can't figure out what version it was.</additional_information>
    </issue>
    <issue>
        <id>216</id>
        <project id="1">Soldat</project>
        <reporter id="574">Bistoufly</reporter>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="100">N/A</reproducibility>
        <status id="40">confirmed</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="9">Other</category>
        <date_submitted>1337876710</date_submitted>
        <last_updated>1373207815</last_updated>
        <eta id="10">none</eta>
        <view_state id="10">public</view_state>
        <summary>Weather sounds are still there when &quot;render weather effects&quot; is unchecked.</summary>
        <due_date>1</due_date>
        <description>Even tho &quot;render weather effects&quot; is unchecked in the config utility.&#13;
The weather sounds are still playing.&#13;
&#13;
Suggested solution: Make unchecking &quot;render weather effects&quot; disable both the graphics and the sound.&#13;
</description>
    </issue>
    <issue>
        <id>258</id>
        <project id="1">Soldat</project>
        <reporter id="182">As de Espada</reporter>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="40">confirmed</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="3">Gameplay</category>
        <date_submitted>1351132232</date_submitted>
        <last_updated>1373205449</last_updated>
        <eta id="10">none</eta>
        <view_state id="10">public</view_state>
        <summary>Polygons near the edges of big maps turn Doesn't collide</summary>
        <due_date>1</due_date>
        <description>If a map is big, the polys near the edges turn DC. The player falls and also the flags fall.</description>
        <steps_to_reproduce>Download the map attached. Go to the left, you fall.&#13;
You can notice that one of the flags falls, the other don't.</steps_to_reproduce>
        <additional_information>Putting an extra poly around the map is a temporary fix.</additional_information>
    </issue>
    <issue>
        <id>308</id>
        <project id="1">Soldat</project>
        <reporter id="574">Bistoufly</reporter>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="40">confirmed</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="3">Gameplay</category>
        <date_submitted>1359413847</date_submitted>
        <last_updated>1373205304</last_updated>
        <eta id="10">none</eta>
        <view_state id="10">public</view_state>
        <summary>Nade button cancels knife throwing animation.</summary>
        <due_date>1</due_date>
        <description>The nade cancels knife throwing animation.&#13;
This isn't necessary because the knife animation can already easily be canceled by the stab key.&#13;
</description>
    </issue>
    <issue>
        <id>324</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="248">SyavX</reporter>
        <handler id="507">Falcon</handler>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="14">Scripting Core</category>
        <date_submitted>1371987781</date_submitted>
        <last_updated>1372022602</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>7 SP1</os_build>
        <platform>x86</platform>
        <version>2.7.4rc2</version>
        <fixed_in_version>2.7.4</fixed_in_version>
        <view_state id="10">public</view_state>
        <summary>Scripts are not recompiling (2.7.4 rc2)</summary>
        <due_date>1</due_date>
        <profile_id>27</profile_id>
        <description>Windows version of soldatserver (2.7.4_1.6.4rc2) does not recompile scripts when it starts. It will skip compilation and will load bytecode from previous successful compilation. So, you need to delete those files to apply your changes in the script.</description>
        <additional_information>Linux version of soldatserver recompiles it every time.</additional_information>
    </issue>
    <issue>
        <id>319</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="542">Bonecrusher</reporter>
        <handler id="507">Falcon</handler>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="13">General</category>
        <date_submitted>1370182012</date_submitted>
        <last_updated>1370465878</last_updated>
        <eta id="10">none</eta>
        <os>Debian GNU/Linux</os>
        <os_build>5.0</os_build>
        <platform>i386</platform>
        <version>2.7.3</version>
        <fixed_in_version>2.7.4</fixed_in_version>
        <view_state id="10">public</view_state>
        <summary>Remote.txt only capable of holding 100 IP addresses.</summary>
        <due_date>1</due_date>
        <profile_id>31</profile_id>
        <description>I think number of ips soldat server can load from remote.txt should be highly increased.</description>
        <steps_to_reproduce>Add 100 ips to your remote.txt &#13;
it wont work anymore</steps_to_reproduce>
    </issue>
    <issue>
        <id>82</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="507">Falcon</reporter>
        <handler id="507">Falcon</handler>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="13">General</category>
        <date_submitted>1317939150</date_submitted>
        <last_updated>1370207178</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>XP SP3 </os_build>
        <platform>x86</platform>
        <version>2.7.0</version>
        <fixed_in_version>2.7.4</fixed_in_version>
        <view_state id="10">public</view_state>
        <summary>questionmarks replaces special chars in admin console</summary>
        <due_date>1</due_date>
        <profile_id>13</profile_id>
        <description>All special characters and national chars are replaced with questionmarks (?) in admin console, what causes custom user protocols to fail. Only windows servers are bugged.</description>
        <steps_to_reproduce>1. Establish a windows server.&#13;
2. Connect to it with admin client&#13;
3. Connect to the game with soldat and try to write your national characters.&#13;
4. Check the output in admin console</steps_to_reproduce>
        <additional_information>I'll add a script that produces a bad output if you fail to reproduce</additional_information>
    </issue>
    <issue>
        <id>312</id>
        <project id="1">Soldat</project>
        <reporter id="396">JotEmI</reporter>
        <priority id="20">low</priority>
        <severity id="50">minor</severity>
        <reproducibility id="30">sometimes</reproducibility>
        <status id="30">acknowledged</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="8">Multiplayer</category>
        <date_submitted>1365100495</date_submitted>
        <last_updated>1370206914</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>XP SP3 </os_build>
        <platform>x86</platform>
        <view_state id="10">public</view_state>
        <summary>Players getting kicked for Possible Cheating after leaving heavily modded server.</summary>
        <due_date>1</due_date>
        <profile_id>13</profile_id>
        <description>Apparently sometimes after leaving a server which runs a big script/mode (like some RPG scripts) players get immediately kick for possible cheating after joining another server. I realize it's not that big of a deal and it could be hard to reproduce, nevertheless I thought it should be reported.&#13;
&#13;
I run a server with such a big RPG mode so if you'd like to test this issue I can provide the script.</description>
        <steps_to_reproduce>Join a heavily modded server, play there for some time, leave and try to join another server.</steps_to_reproduce>
    </issue>
    <issue>
        <id>150</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="507">Falcon</reporter>
        <handler id="507">Falcon</handler>
        <priority id="20">low</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="52">Admin-Client Protocol</category>
        <date_submitted>1326146395</date_submitted>
        <last_updated>1362610162</last_updated>
        <eta id="10">none</eta>
        <os>Debian GNU/Linux</os>
        <os_build>6.0</os_build>
        <platform>amd64</platform>
        <version>2.7.2</version>
        <view_state id="10">public</view_state>
        <summary>soldatserver sends diiferent chars while in or not in daemon mode.</summary>
        <due_date>1</due_date>
        <profile_id>30</profile_id>
        <description>I've noticed that our community's interserver communication system stops working when i run the server from console to debug something. Turned out that soldatserver sends wrong chars while launched from console.</description>
        <steps_to_reproduce>procedure ActivateServer();&#13;
var&#13;
    i: byte;&#13;
begin&#13;
    for i := 128 to 191 do WriteLn(Chr(i));&#13;
end;</steps_to_reproduce>
    </issue>
    <issue>
        <id>275</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="542">Bonecrusher</reporter>
        <priority id="30">normal</priority>
        <severity id="10">feature</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="40">confirmed</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="13">General</category>
        <date_submitted>1354549308</date_submitted>
        <last_updated>1357343891</last_updated>
        <eta id="10">none</eta>
        <os>Debian GNU/Linux</os>
        <os_build>6.0</os_build>
        <platform>i386</platform>
        <version>2.7.3</version>
        <view_state id="10">public</view_state>
        <summary>Bad packet size, please add IP to it.</summary>
        <due_date>1</due_date>
        <profile_id>29</profile_id>
        <description>As mentioned by zakath [19:39] &lt;@zakath&gt; perhaps add ip to bad backet size msg? I'd like to see it added. As of recent events, someone keeps crashing my soldat servers, which is annoying when you are trying to provide something for the community.</description>
    </issue>
    <issue>
        <id>107</id>
        <project id="1">Soldat</project>
        <reporter id="555">LouSlash</reporter>
        <priority id="40">high</priority>
        <severity id="10">feature</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="40">confirmed</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="3">Gameplay</category>
        <date_submitted>1318619630</date_submitted>
        <last_updated>1356453092</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>Vista SP1</os_build>
        <platform>x86</platform>
        <version>1.6.2</version>
        <view_state id="10">public</view_state>
        <summary>Music Player</summary>
        <due_date>1</due_date>
        <profile_id>23</profile_id>
        <description>I created music playlist for Soldat in Mp3 folder. In Options in Soldat, i'm ticking this playlist. I'm joining the servre or running singleplayer game. I'm trying then to run music, but in console i see individual lines of music player, and music is not playing.</description>
    </issue>
    <issue>
        <id>249</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="542">Bonecrusher</reporter>
        <priority id="30">normal</priority>
        <severity id="70">crash</severity>
        <reproducibility id="30">sometimes</reproducibility>
        <status id="30">acknowledged</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="52">Admin-Client Protocol</category>
        <date_submitted>1345317983</date_submitted>
        <last_updated>1354398395</last_updated>
        <eta id="10">none</eta>
        <os>Debian GNU/Linux</os>
        <os_build>6.0</os_build>
        <platform>i386</platform>
        <version>2.7.3</version>
        <view_state id="10">public</view_state>
        <summary>Server malfunction on admin disconnect</summary>
        <due_date>1</due_date>
        <profile_id>29</profile_id>
        <description>Server tends to act weirdly sometimes when admin disconnects. Mostly happening after my router restarts (when I'm connected via arsse) so I get new IP. When the old IP logs of the malfunction occurs. Usually server somehow hangs if someone sends a text message it duplicates it few times and then there's nick could not respond message and it kicks/disconnects everyone from the server. You can rejoin the server after a short while and it's working like before.</description>
        <steps_to_reproduce>Login or arsse&#13;
Reset your router to get new ip[if dynamic ofc]&#13;
Wait for old IP to get disconnected&#13;
Check if server malfunction occured</steps_to_reproduce>
        <additional_information>http://pastebin.com/QBEz082T&#13;
http://pastebin.com/v5yi1WDV</additional_information>
    </issue>
    <issue>
        <id>144</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="248">SyavX</reporter>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="30">acknowledged</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="52">Admin-Client Protocol</category>
        <date_submitted>1324418531</date_submitted>
        <last_updated>1354398366</last_updated>
        <eta id="10">none</eta>
        <view_state id="10">public</view_state>
        <summary>Server doesn't trim spaces in commands parameters</summary>
        <due_date>1</due_date>
        <description>Server doesn't trim left and right spaces in parameters of next commands:&#13;
/banip /unban&#13;
/banhw /unbanhw&#13;
&#13;
E.g. you want to ban 127.0.0.1, but typed command like:&#13;
&quot;/banip  127.0.0.1&quot;&#13;
or&#13;
&quot;/banip 127.0.0.1 &quot;&#13;
&#13;
As a result IP 127.0.0.1 is still not banned... Same goes to HWID bans.</description>
    </issue>
    <issue>
        <id>255</id>
        <project id="1">Soldat</project>
        <reporter id="561">Squiddy</reporter>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="40">confirmed</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="3">Gameplay</category>
        <date_submitted>1349801903</date_submitted>
        <last_updated>1354375530</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>7</os_build>
        <platform>x64</platform>
        <version>1.6.3</version>
        <view_state id="10">public</view_state>
        <summary>Modded flamer &quot;explodes&quot; earlier</summary>
        <due_date>1</due_date>
        <profile_id>17</profile_id>
        <description>If I mod the Flamer to make it shoot M79 bullets, like I do in my M79 Climb servers (I use flamers instead of M79s), the bullet &quot;explodes&quot; in the air (exactly where the flamer's flames end), but the shot continues its way (everybody else can see the shot going all the way, but you). This issue makes M79 Climb very hard to be played sometimes, specially in M79 Coop Climb (it's a modification I made to M79 Climb, where you have a partner and have to help each other).&#13;
&#13;
At this point you might be asking &quot;Why don't you use M79s instead? lol&quot;. Well, the answer is clear enough: When you are grabbing to a wall (it's veeery common, almost every map needs it) and shoot it with a M79, you go down. With a flamer, you go up (which is the point of grabbing a wall: not falling). Also, flamers are better-looking and make you look like a bad-ass. :D&#13;
&#13;
I hope I made myself clear. Thanks!</description>
        <steps_to_reproduce>1- Open weapons.ini&#13;
2- Find the [Flamer] section&#13;
3- Change Bulletstyle to 4 (Bulletstyle=4)&#13;
4- Open a soldatserver&#13;
5- Grab a flamer and shoot away&#13;
6- You will see the shot exploding, but it will actually continue. For instance, if you shoot exactly upwards, you will eventually feel the explosion on you, even though you won't see it.</steps_to_reproduce>
        <additional_information>Like I said, this may be due to the flames gfx (\soldat\sparks-gf\flames) limitation. The bullet seems to explode exactly where the usual flames stop.&#13;
&#13;
I have noticed this bug ages ago (a couple years or so), but I always forgot to report it. I have remembered it now, so here it is! Thanks a lot, devs! =D</additional_information>
    </issue>
    <issue>
        <id>266</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="248">SyavX</reporter>
        <handler id="507">Falcon</handler>
        <priority id="30">normal</priority>
        <severity id="70">crash</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="80">resolved</status>
        <resolution id="70">no change required</resolution>
        <projection id="10">none</projection>
        <category id="13">General</category>
        <date_submitted>1353342542</date_submitted>
        <last_updated>1354309956</last_updated>
        <eta id="10">none</eta>
        <version>2.7.3</version>
        <fixed_in_version>2.7.4</fixed_in_version>
        <view_state id="10">public</view_state>
        <summary>Using &quot;/welcome&quot; admin comand ingame with omitted parameter causes a server crash</summary>
        <due_date>1</due_date>
        <description>Server Console log:&#13;
1.1. &quot;/welcome TESTING1&quot; sent via adminclient&#13;
/welcome TESTING1 (127.0.0.1)&#13;
Greeting  changed to &quot;TESTING1&quot;.&#13;
&#13;
1.2. &quot;/welcome TESTING2&quot; sent ingame&#13;
/welcome TESTING2(127.0.0.1[Major])&#13;
Greeting  changed to &quot;TESTING2&quot;.&#13;
&#13;
2.1. &quot;/welcome &quot; sent via adminclient&#13;
/welcome  (127.0.0.1)&#13;
Greeting  changed to &quot;&quot;.&#13;
&#13;
2.2. &quot;/welcome &quot; sent ingame&#13;
/welcome (127.0.0.1[Major])&#13;
Greeting  changed to &quot;&quot;.&#13;
&#13;
3.1. &quot;/welcome&quot; sent via adminclient&#13;
/welcome (127.0.0.1)&#13;
&#13;
3.2. &quot;/welcome&quot; sent ingame&#13;
/welcome(127.0.0.1[Major])&#13;
Server Encountered an error:&#13;
' ' is not a valid integer value&#13;
Shutting down server...&#13;
Shutting down FileServer...&#13;
Shutting down admin server...&#13;
Admin disconnected (127.0.0.1).&#13;
Shutting down ScriptCore...&#13;
&#13;
&#13;
Admin Client log:&#13;
(1 &amp; 2 are equal to server console log)&#13;
&#13;
3.1. &quot;/welcome&quot; sent via adminclient&#13;
/welcome (127.0.0.1)&#13;
'' is not a valid integer value&#13;
&#13;
3.2. &quot;/welcome&quot; sent ingame&#13;
/welcome(127.0.0.1[Major])&#13;
Shutting down server...&#13;
Shutting down FileServer...&#13;
Shutting down admin server...&#13;
Connection lost...&#13;
&#13;
Mantis could eat double spaces, so: http://pastebin.com/Cdy7mihK&#13;
P.S. There is a double space between &quot;Greeting&quot; and &quot;changed&quot;.</description>
        <additional_information>Tested with Windows &amp; Linux server.</additional_information>
    </issue>
    <issue>
        <id>99</id>
        <project id="1">Soldat</project>
        <reporter id="182">As de Espada</reporter>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="40">confirmed</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="1">John</category>
        <date_submitted>1318430702</date_submitted>
        <last_updated>1352747333</last_updated>
        <eta id="10">none</eta>
        <view_state id="10">public</view_state>
        <summary>Bouncy polygons have small upper bound</summary>
        <due_date>1</due_date>
        <description>The maximum effective bounciness of a polygon is 256, more than that doesn't increase power.&#13;
A bouncy poly with 256 of bounciness have the same power as one with 65000 of bounciness.</description>
        <steps_to_reproduce>Create 4 bouncy polys with the bounciness:&#13;
200&#13;
256&#13;
300&#13;
65000&#13;
&#13;
The last 3 will make the soldier reach the same height.</steps_to_reproduce>
        <additional_information>I've been doing some testings to try to remake old climb maps. The thing is that I think most of the maps need more than that.&#13;
&#13;
256 of bounciness = 13 overlapped polys (at 1.5)</additional_information>
    </issue>
    <issue>
        <id>83</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="546">tk</reporter>
        <handler id="507">Falcon</handler>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="14">Scripting Core</category>
        <date_submitted>1317985465</date_submitted>
        <last_updated>1345893873</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>7</os_build>
        <platform>x86</platform>
        <version>2.7.0</version>
        <view_state id="10">public</view_state>
        <summary>StrToInt() doesn't throw an exception</summary>
        <due_date>1</due_date>
        <profile_id>15</profile_id>
        <description>StrToInt() function doesn't throw an exception on invalid input string. Kind of important thing because many scripts rely on this feature using &quot;try except&quot; block.</description>
        <steps_to_reproduce>procedure ActivateServer();&#13;
begin&#13;
  StrToInt('asd');&#13;
end;</steps_to_reproduce>
    </issue>
    <issue>
        <id>250</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="542">Bonecrusher</reporter>
        <handler id="507">Falcon</handler>
        <priority id="40">high</priority>
        <severity id="70">crash</severity>
        <reproducibility id="30">sometimes</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="13">General</category>
        <date_submitted>1345892418</date_submitted>
        <last_updated>1345893135</last_updated>
        <eta id="10">none</eta>
        <os>Debian GNU/Linux</os>
        <os_build>6.0</os_build>
        <platform>i386</platform>
        <version>2.7.3</version>
        <view_state id="10">public</view_state>
        <summary>/pm comand crashes the server</summary>
        <due_date>1</due_date>
        <profile_id>29</profile_id>
        <description>/pm comand crashes the server</description>
        <steps_to_reproduce>login as admin&#13;
try to /pm someone on the server</steps_to_reproduce>
        <additional_information>unbelieveable&#13;
&#13;
12-08-25 12:56:52 /pm eeneku type /ac(89.139.191.118[vam; Ayzee])&#13;
12-08-25 12:56:52 Shutting down server...&#13;
12-08-25 12:56:53 Shutting down FileServer...&#13;
12-08-25 12:56:53 Shutting down admin server...&#13;
12-08-25 12:56:54 Admin disconnected (31.135.21.141).&#13;
12-08-25 12:56:54 Admin disconnected (81.111.241.99).&#13;
12-08-25 12:56:54 Shutting down ScriptCore...</additional_information>
    </issue>
    <issue>
        <id>113</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="507">Falcon</reporter>
        <priority id="20">low</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="40">confirmed</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="14">Scripting Core</category>
        <date_submitted>1318965341</date_submitted>
        <last_updated>1345749897</last_updated>
        <eta id="10">none</eta>
        <os>Debian GNU/Linux</os>
        <os_build>6.0</os_build>
        <platform>amd64</platform>
        <version>2.7.2</version>
        <view_state id="10">public</view_state>
        <summary>A fast reconnect after connection hangup performs some dark scriptcore events magic</summary>
        <due_date>1</due_date>
        <profile_id>30</profile_id>
        <description>When you kill the process in the middle of the game, or just something will happen to your connection, and then you reconnect before it says &quot;Player X disconnected&quot; in console then on connect it doesn't add you as new player in game but instead &quot;refreshes&quot; the old one. That's not the problem besides the fact that such event doesn't trigger OnLeaveGame but it does trigger OnJoinGame and OnJoinTeam what makes one of my scripts mad.</description>
        <steps_to_reproduce>1. connect to the server&#13;
2. join some team&#13;
3. kill the soldat process&#13;
4. restart it (asap) and rejoin the game</steps_to_reproduce>
        <additional_information>Script for watching the events behavior: http://pastebin.com/zLLT76uH&#13;
Our ARSSE console output (you can see no &quot;has left the game&quot; or &quot;has disconnected&quot; in there): http://pastebin.com/wwG0qBXw</additional_information>
    </issue>
    <issue>
        <id>217</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="96">DorkeyDear</reporter>
        <handler id="507">Falcon</handler>
        <priority id="20">low</priority>
        <severity id="20">trivial</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="14">Scripting Core</category>
        <date_submitted>1337973633</date_submitted>
        <last_updated>1345749402</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>7</os_build>
        <platform>x64</platform>
        <version>2.7.3</version>
        <fixed_in_version>2.7.4</fixed_in_version>
        <view_state id="10">public</view_state>
        <summary>Starting server with no scripts and scripting enabled</summary>
        <due_date>1</due_date>
        <profile_id>17</profile_id>
        <description>When starting the server with scripting enabled, and with no files or directories in the scripts folder, the server does not start properly. Refer to Additional Information for the server console output.&#13;
&#13;
Aside: When a directory without contents is added to the script folder, the server still reverts to the old script directory structure.&#13;
&#13;
Should the expected behavior when attempting to start the Soldat server be not starting up at all (current behavior), or starting up with no scripts? I would think the later.</description>
        <steps_to_reproduce>Enable scripting -- Server.ini &gt;&gt; [NETWORK] Scripting=1&#13;
Remove all contents of the scripts directory&#13;
Start the server&#13;
Refer to Additional Information for the server console output.</steps_to_reproduce>
        <additional_information>&#13;
             -= Soldat Dedicated Server 1.6.3 - 2.7.3 =-&#13;
&#13;
----------------------------------------------------------------&#13;
         Soldat Dedicated Server initializing...&#13;
----------------------------------------------------------------&#13;
&#13;
   Need help running your server?&#13;
   IRC: #soldat.devs @ irc.quakenet.org&#13;
&#13;
   ---&gt; http://soldatforums.com/&#13;
&#13;
   Additional parameters:&#13;
   ./soldatserver -p PORT -l MAXPLAYERS -k PASSWORD&#13;
   Example: ./soldatserver -p 23073 -l 16 -k &quot;my pass&quot;&#13;
&#13;
Using Indy 10&#13;
&#13;
&#13;
[15:09:07]  Hit CTRL+C to Exit&#13;
[15:09:07]  Please command the server using the Soldat Admin program&#13;
[15:09:07] Welcome to Soldat 1.6.3&#13;
[15:09:07]  Server name: Curt's Soldat Server&#13;
[15:09:07]  Server PID: 8268&#13;
[15:09:07]  [*] ScriptCore v2.4 loaded! Found 0 scripts...&#13;
[15:09:07]  [*] Loading old script directory structure...&#13;
[15:09:07]  [*] Includes File not found: scripts/Includes.txt&#13;
Server Encountered an error:&#13;
Script is not compiled&#13;
[15:09:07] Shutting down server...&#13;
[15:09:07] Shutting down admin server...&#13;
[15:09:07] Shutting down ScriptCore...&#13;
^CTerminate batch job (Y/N)?</additional_information>
    </issue>
    <issue>
        <id>213</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="396">JotEmI</reporter>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="30">acknowledged</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="14">Scripting Core</category>
        <date_submitted>1337385727</date_submitted>
        <last_updated>1340478006</last_updated>
        <eta id="10">none</eta>
        <os>Debian GNU/Linux</os>
        <os_build>6.0</os_build>
        <platform>i386</platform>
        <version>2.7.3</version>
        <view_state id="10">public</view_state>
        <summary>GetKeyPress() not working properly</summary>
        <due_date>1</due_date>
        <profile_id>29</profile_id>
        <description>I've already mentioned it on the forums.soldat.pl. GetKeyPress() seems to always return false (at least for the &quot;throw&quot; key) when called inside OnWeaponChange event.&#13;
&#13;
Quote from forums.soldat.pl:&#13;
&#13;
[code]&#13;
const&#13;
Msg=$FFFF9922;&#13;
&#13;
procedure AppOnIdle(Ticks: integer);&#13;
begin&#13;
	if(GetKeyPress(1,'Throw')=true)then&#13;
	begin&#13;
		WriteConsole(0,'Throw key pressed (AppOnIdle)!',Msg);&#13;
	end;&#13;
end;&#13;
&#13;
procedure OnWeaponChange(ID, PrimaryNum, SecondaryNum: Byte);&#13;
begin&#13;
	WriteConsole(0,'In OnWeaponChange!',Msg);&#13;
	if(GetKeyPress(ID,'Throw')=true)then&#13;
	begin&#13;
		WriteConsole(0,'Throw key pressed (OnWeaponChange)!',Msg);&#13;
	end;&#13;
end;&#13;
[/code]&#13;
&#13;
The one in AppOnIdle does seem to work but GetKeyPress() in OnWeaponChange always returns false. &#13;
I've added a little debug info to check whether pressing the throw key calls OnWeaponChange and it does.&#13;
&#13;
One more strange thing. If you have no weapon (thus OnWeaponChange won't be called) and press and hold the throw key the message in AppOnIdle will spam every second, which is correct. But if you got a weapon, press and hold the throw key (calling OnWeaponChange) you will only get one or zero messages from AppOnIdle. Like somehow after OnWeaponChange() result of GetKeyPress() is set to be always false.</description>
    </issue>
    <issue>
        <id>230</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="542">Bonecrusher</reporter>
        <handler id="507">Falcon</handler>
        <duplicate_id>227</duplicate_id>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="13">General</category>
        <date_submitted>1340401163</date_submitted>
        <last_updated>1340402902</last_updated>
        <eta id="10">none</eta>
        <os>Debian GNU/Linux</os>
        <os_build>6.0</os_build>
        <platform>i386</platform>
        <fixed_in_version>2.7.4</fixed_in_version>
        <view_state id="10">public</view_state>
        <summary>-b does not work</summary>
        <due_date>1</due_date>
        <profile_id>29</profile_id>
        <description>setting -b [ip binding to server] in soldat start parameters does not work properly&#13;
&#13;
s25052@s23 ~ $ ./soldatserver -b 80.82.16.70 -p 23074 -l 10 &#13;
&#13;
 &#13;
&#13;
             -= Soldat Dedicated Server 1.6.3 - 2.7.3 =-&#13;
&#13;
 &#13;
&#13;
----------------------------------------------------------------&#13;
&#13;
         Soldat Dedicated Server initializing...&#13;
&#13;
----------------------------------------------------------------&#13;
&#13;
 &#13;
&#13;
   Need help running your server?&#13;
&#13;
   IRC: #soldat.devs @ irc.quakenet.org&#13;
&#13;
 &#13;
&#13;
   ---&gt; http://soldatforums.com/&#13;
&#13;
 &#13;
&#13;
   Additional parameters:&#13;
&#13;
   ./soldatserver -p PORT -l MAXPLAYERS -k PASSWORD&#13;
&#13;
   Example: ./soldatserver -p 23073 -l 16 -k &quot;my pass&quot;&#13;
&#13;
 &#13;
&#13;
Using Indy 9&#13;
&#13;
 &#13;
&#13;
 &#13;
&#13;
 Hit CTRL+C to Exit&#13;
&#13;
 Please command the server using the Soldat Admin program&#13;
&#13;
Welcome to Soldat 1.6.3&#13;
&#13;
 Server name: Soldat @ Zabijaka&#13;
&#13;
 Server PID: 18576&#13;
&#13;
----------------------------------------------------------------&#13;
&#13;
ctf_Ash by chakapoko maker&#13;
&#13;
 Server IP: 194.60.251.27 Port: 23074&#13;
&#13;
 ASE Port: 23197&#13;
&#13;
 Connection for file server started. Port: 23084&#13;
&#13;
Registering server @ ASE Master Server&#13;
&#13;
Registering server @ 67.23.118.186&#13;
&#13;
Game server added to lobby server @ 67.23.118.186&#13;
&#13;
^CServer Encountered an error:&#13;
&#13;
Control-C hit&#13;
&#13;
Shutting down server...&#13;
&#13;
Shutting down FileServer...&#13;
&#13;
Shutting down admin server...</description>
        <steps_to_reproduce>set -b ip in soldat starting parameters</steps_to_reproduce>
        <additional_information>Linux s23.zabijaka.pl 3.2.2-zen-zabijaka+ #4 ZEN SMP PREEMPT Tue Mar 13 08:58:33 CET 2012 i686 Intel(R) Core(TM) i7-2600 CPU @ 3.40GHz GenuineIntel GNU/Linux</additional_information>
    </issue>
    <issue>
        <id>41</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="96">DorkeyDear</reporter>
        <priority id="20">low</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="40">confirmed</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="14">Scripting Core</category>
        <date_submitted>1316281445</date_submitted>
        <last_updated>1337885299</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>7</os_build>
        <platform>x86</platform>
        <version>2.7.0</version>
        <view_state id="10">public</view_state>
        <summary>WriteConsole ignores its color parameter's alpha channel</summary>
        <due_date>1</due_date>
        <profile_id>12</profile_id>
        <description>WriteConsole appears to ignore the color's alpha channel in its parameter.</description>
        <steps_to_reproduce>function ARGB(const a, r, g, b: longint): longint;&#13;
begin&#13;
	Result := (a shl 24) or (r shl 16) or (g shl 8) or b;&#13;
end;&#13;
&#13;
procedure OnPlayerSpeak(const Id: byte; const Text: string);&#13;
var&#13;
	i: integer;&#13;
begin&#13;
&#13;
for i := 1 to 10 do&#13;
	WriteConsole(0, '######## i = ' + InttoStr(i) + '; A = ' + InttoStr(i * 25), ARGB(i * 25, 255, 255, 255));&#13;
&#13;
&#13;
end;&#13;
</steps_to_reproduce>
    </issue>
    <issue>
        <id>212</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="91">Quantifier</reporter>
        <handler id="34">Shoozza</handler>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="13">General</category>
        <date_submitted>1337250997</date_submitted>
        <last_updated>1337708216</last_updated>
        <eta id="10">none</eta>
        <version>2.7.3</version>
        <fixed_in_version>2.7.4</fixed_in_version>
        <view_state id="10">public</view_state>
        <summary>Access violation in /BANDWIDTH command</summary>
        <due_date>1</due_date>
        <description>When file downloading is disabled, /bandwidth tries to print TCP statistics, but fails with &quot;Access violation&quot; message.</description>
        <steps_to_reproduce>Set Allow_Download=0, connect to server and use /bandwidth command.</steps_to_reproduce>
    </issue>
    <issue>
        <id>63</id>
        <project id="1">Soldat</project>
        <reporter id="543">Ichiro</reporter>
        <priority id="20">low</priority>
        <severity id="20">trivial</severity>
        <reproducibility id="90">unable to reproduce</reproducibility>
        <status id="30">acknowledged</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="9">Other</category>
        <date_submitted>1316682601</date_submitted>
        <last_updated>1330699631</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>XP SP3 </os_build>
        <platform>x86</platform>
        <version>1.6.0</version>
        <view_state id="10">public</view_state>
        <summary>After getting banned out of a server, a tiny window opens up with &quot;FileClient:&quot; instead of the usual info about ban.</summary>
        <due_date>1</due_date>
        <profile_id>13</profile_id>
        <description>Like above. After trying to rejoin the server while still being banned, the usual message would appear properly.</description>
        <steps_to_reproduce>I've tried to reproduce it however i was unable to do so.</steps_to_reproduce>
        <additional_information>N/A</additional_information>
    </issue>
    <issue>
        <id>156</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="542">Bonecrusher</reporter>
        <handler id="34">Shoozza</handler>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="13">General</category>
        <date_submitted>1329090352</date_submitted>
        <last_updated>1329810492</last_updated>
        <eta id="10">none</eta>
        <version>2.7.2</version>
        <fixed_in_version>2.7.3</fixed_in_version>
        <view_state id="10">public</view_state>
        <summary>hold_the_flag_limit in soldat.ini doesnt work</summary>
        <due_date>1</due_date>
        <description>hold_the_flag_limit in soldat.ini doesnt work no matter what you set it, always ends up as 30 ;d</description>
    </issue>
    <issue>
        <id>28</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="542">Bonecrusher</reporter>
        <priority id="60">immediate</priority>
        <severity id="70">crash</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="40">confirmed</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="1">John</category>
        <date_submitted>1316177923</date_submitted>
        <last_updated>1329106377</last_updated>
        <eta id="10">none</eta>
        <version>1.6.0</version>
        <view_state id="10">public</view_state>
        <summary>fixed admin flood // DOESNT WORK</summary>
        <due_date>1</due_date>
        <description>Doesnt work http://pastebin.com/myk0L5vt then the server crashed</description>
        <steps_to_reproduce>Any spamming program paste ip and port, start flooding, wait few mins, server dead</steps_to_reproduce>
        <additional_information>please fix this...</additional_information>
    </issue>
    <issue>
        <id>124</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="560">SoldatX</reporter>
        <handler id="34">Shoozza</handler>
        <priority id="40">high</priority>
        <severity id="60">major</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="13">General</category>
        <date_submitted>1319771350</date_submitted>
        <last_updated>1329093929</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>XP SP3 </os_build>
        <platform>x86</platform>
        <version>2.7.2</version>
        <fixed_in_version>2.7.3</fixed_in_version>
        <view_state id="10">public</view_state>
        <summary>buggy Soldatserver connection after admin client crash</summary>
        <due_date>1</due_date>
        <profile_id>13</profile_id>
        <description>I've reported this at ARSSE topic:&#13;
&#13;
[quote author=Prodigyx link=topic=179.msg498595#msg498595 date=1315449586]&#13;
SoldatServer 2.7.0 + ARSSE:&#13;
&#13;
[quote](19:40:37) Connecting to 200.98.202.41:23074...&#13;
 (19:40:37) Soldat Admin Connection Established.&#13;
 (19:40:38) Welcome, you are in command of the server now.&#13;
 (19:40:38) List of commands available in the Soldat game Manual.&#13;
 Using REFRESHX v2.7.0&#13;
 (19:40:38) Server Version: 2.7.0[/quote]&#13;
&#13;
Sometimes ARSSE stops at this last line and don't show data anymore. also we are not able to type commands.&#13;
&#13;
Restarting server solve this issue, but what is happening?&#13;
[/quote]&#13;
&#13;
But this is not ARSSE only... this bug is occurs on all soldatserver clients.&#13;
</description>
        <steps_to_reproduce>1. Open admin client app and connect to server&#13;
2. Kill admin app client process&#13;
3. Open admin client app and reconnect to server</steps_to_reproduce>
        <additional_information>Soldat Dedicated Server 2.7.0 - 2.7.2</additional_information>
    </issue>
    <issue>
        <id>154</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="347">Mr</reporter>
        <handler id="34">Shoozza</handler>
        <priority id="30">normal</priority>
        <severity id="80">block</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="13">General</category>
        <date_submitted>1328740004</date_submitted>
        <last_updated>1329093873</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>7</os_build>
        <platform>x64</platform>
        <version>2.7.2</version>
        <fixed_in_version>2.7.3</fixed_in_version>
        <view_state id="10">public</view_state>
        <summary>Forcefully closing connection to admin server results in malfunction of admin server</summary>
        <due_date>1</due_date>
        <profile_id>17</profile_id>
        <description>I've stumbled upon this issue quite a few times now while working on MSAC and a gather bot for #lrs, turns out it does not happen randomly:&#13;
&#13;
If an admin connection to the Soldat dedicated server is forcefully closed, new admin clients do not receive any more data after authenticating.&#13;
The &quot;Sever version: 2.7.2&quot; line is the last line that is received.&#13;
If there are players on the server, it sometimes randomly crashes a few minutes after the connection broke.</description>
        <steps_to_reproduce>Due to how Windows internally handles sockets of programs which quit without cleaning up a socket handle, this can easily be reproduced on Windows using nc.&#13;
It can be reproduced on *nix by remotely connecting (not through loop-back) with an admin client and kill -9'ing its process (random).&#13;
&#13;
1) Get nc for Windows: http://joncraton.org/blog/46/netcat-for-windows&#13;
2) Start the Soldat dedicated server&#13;
3) nc localhost 23073&#13;
4) Enter the admin password, hit return, execute any command.&#13;
-&gt; You will get a correct response (echo of your command).&#13;
5) Terminate nc by pressing ctrl-c (note that no 'Admin disconnected' message is displayed in the dedicated server's console)&#13;
6) Wait a few seconds, then repeat 3) and 4)&#13;
-&gt; The command will be displayed in the dedicated server's console (and will be processed by scripts), the admin client will however not receive any response.</steps_to_reproduce>
        <additional_information>I assume that this is caused by incorrectly handling send(), recv() or select() returning -1, or not checking the error fd after calling select().</additional_information>
    </issue>
    <issue>
        <id>30</id>
        <project id="1">Soldat</project>
        <reporter id="543">Ichiro</reporter>
        <priority id="20">low</priority>
        <severity id="50">minor</severity>
        <reproducibility id="50">random</reproducibility>
        <status id="20">feedback</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="48">Graphics</category>
        <date_submitted>1316267558</date_submitted>
        <last_updated>1328277669</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>XP SP3 </os_build>
        <platform>x86</platform>
        <version>1.6.0</version>
        <view_state id="10">public</view_state>
        <summary>After leaving or beingkicked out (afk/cmd) weird frozen image of the (scenery-less) map appears</summary>
        <due_date>1</due_date>
        <profile_id>13</profile_id>
        <description>After leaving the server one way or another, instead of the proper main menu (join game) it shows a weird screen (check the uploaded one). I should add that when I've made a screenshot (using print screen) of it, it showed the game main menu (join game tab) like it should. In addition, when it happened the cursor was frozen, esc didn't work either, the only way was to alt tab.</description>
        <steps_to_reproduce>So far it's happened in 3 situations, after leaving the game normally, after being afk kicked (while alt-tabbed), and after being kicked out by a command. Wasn't able to reproduce it like that though.</steps_to_reproduce>
        <additional_information>N/A</additional_information>
    </issue>
    <issue>
        <id>70</id>
        <project id="1">Soldat</project>
        <reporter id="547">cheeseman2</reporter>
        <priority id="40">high</priority>
        <severity id="60">major</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="30">acknowledged</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="48">Graphics</category>
        <date_submitted>1316955010</date_submitted>
        <last_updated>1324457761</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>Vista SP2</os_build>
        <platform>x86</platform>
        <version>1.6.0</version>
        <view_state id="10">public</view_state>
        <summary>Problem with windowed soldat when I minimize and preform some other tasks.</summary>
        <due_date>1</due_date>
        <profile_id>24</profile_id>
        <description>This is happening in windowed mode have not tried in fullscreen.&#13;
&#13;
When I minimize my soldat and preform some other tasks, I think starting any other process pretty much triggers it: well I can reproduce it every time by turning OFF/ON my AVAST anti-virus or loading gamebooster and telling it to boost windows. Afterwards when I return to soldat the display goes wrong, it seems to revert to a  0% resize but displays it inside my set resize in the top corner and fills the rest with black: http://img215.imageshack.us/img215/6057/soldbug.jpg&#13;
&#13;
I need to restart soldat to get rid of it, rejoining the server doesn't fix it.</description>
        <steps_to_reproduce>In my case I can reproduce it like so:&#13;
&#13;
1) start soldat and start a game.&#13;
2) minimize soldat.(with windows button)&#13;
3) tell AVAST to turn off all the protection.&#13;
3) go back on soldat.</steps_to_reproduce>
        <additional_information>I'm playing in windowed with a 800*600 resolution and resized.&#13;
&#13;
computer:&#13;
Dual core processor T2390 intel 1,86ghz&#13;
2gb ram&#13;
intel gma x3100&#13;
vista home premium sp2</additional_information>
    </issue>
    <issue>
        <id>3</id>
        <project id="1">Soldat</project>
        <reporter id="438">xeno</reporter>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="100">N/A</reproducibility>
        <status id="30">acknowledged</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="9">Other</category>
        <date_submitted>1315926390</date_submitted>
        <last_updated>1324454844</last_updated>
        <eta id="10">none</eta>
        <version>1.6.0</version>
        <view_state id="10">public</view_state>
        <summary>Soldat and soldat server cannot handle unicode setting files</summary>
        <due_date>1</due_date>
        <description>All according to Notepad's save settings -&#13;
&#13;
Neither Soldat server nor Soldat can handle soldat.ini if it's saved in Unicode (regardless of endianess). Soldat however can load from UTF-8 format soldat.ini.&#13;
&#13;
weapons.ini can be in UTF-8 for both (server and client), yet not Unicode.&#13;
&#13;
server.ini can be only in ANSI.</description>
        <steps_to_reproduce>Save the setting file in Unicode or other unsupported (according to above) format.</steps_to_reproduce>
    </issue>
    <issue>
        <id>18</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="396">JotEmI</reporter>
        <handler id="395">Fryer</handler>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="14">Scripting Core</category>
        <date_submitted>1316013827</date_submitted>
        <last_updated>1317484218</last_updated>
        <eta id="10">none</eta>
        <version>2.7.0</version>
        <fixed_in_version>2.7.1</fixed_in_version>
        <view_state id="10">public</view_state>
        <summary>Bullets created by CreateBullet() are invisible</summary>
        <due_date>1</due_date>
        <description>Some bullets (stat gun bullets and flames for sure, will check for more) created by CreatBullet() are invisible in game. They are created, they do deal damage but players just can't see them.</description>
    </issue>
    <issue>
        <id>25</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="545">Kennieh</reporter>
        <handler id="34">Shoozza</handler>
        <priority id="30">normal</priority>
        <severity id="20">trivial</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="13">General</category>
        <date_submitted>1316101767</date_submitted>
        <last_updated>1316650825</last_updated>
        <eta id="10">none</eta>
        <os>Linux</os>
        <version>2.7.0</version>
        <fixed_in_version>2.7.1</fixed_in_version>
        <view_state id="10">public</view_state>
        <summary>Certain special characters do not display correctly in certain servers</summary>
        <due_date>1</due_date>
        <description>Apparently there is a bug which makes umlauts (üåäö and the like), as well as possibly other special characters (which I do not have access to directly) display as questionmarks (????) in game.&#13;
</description>
        <steps_to_reproduce>Goto LRS servers (only ones I know of with this problem)&#13;
Type umlauts</steps_to_reproduce>
        <additional_information>It's been around since forever. Or rather, whenever soldat started accepting umlauts, I remember it working for a few hours, before LRS did a reset or something like that. Hasn't worked since then.&#13;
&#13;
Leo made me report this.</additional_information>
    </issue>
    <issue>
        <id>40</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="96">DorkeyDear</reporter>
        <handler id="34">Shoozza</handler>
        <priority id="20">low</priority>
        <severity id="50">minor</severity>
        <reproducibility id="70">have not tried</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="14">Scripting Core</category>
        <date_submitted>1316280833</date_submitted>
        <last_updated>1316380049</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>7</os_build>
        <platform>x86</platform>
        <version>2.7.0</version>
        <fixed_in_version>2.7.1</fixed_in_version>
        <view_state id="10">public</view_state>
        <summary>DrawText throws exceptions on some invalid player ids</summary>
        <due_date>1</due_date>
        <profile_id>12</profile_id>
        <description>When trying to DrawText on invalid player ids, sometimes it throws an access violation exception.&#13;
</description>
        <additional_information>Player id:&#13;
0-91 =&gt; no exception&#13;
92-255 =&gt; exception&#13;
</additional_information>
    </issue>
    <issue>
        <id>38</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="96">DorkeyDear</reporter>
        <handler id="34">Shoozza</handler>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="70">have not tried</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="14">Scripting Core</category>
        <date_submitted>1316279903</date_submitted>
        <last_updated>1316349448</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>7</os_build>
        <platform>x86</platform>
        <version>2.7.0</version>
        <fixed_in_version>2.7.1</fixed_in_version>
        <view_state id="10">public</view_state>
        <summary>GetObjectStat on various object ids causes access violations</summary>
        <due_date>1</due_date>
        <profile_id>12</profile_id>
        <description>It appears as though on some object ids, exceptions are thrown (access violations), and other times it does not. Results provided in Additional Information section.</description>
        <additional_information>Valid stat (including inappropriate stats, such as &quot;InBase&quot; for non-flag objects), number denotes object id:&#13;
0-151,153-188,204-231: no exception&#13;
152,189-203,232-255: exception - access violation&#13;
&#13;
Invalid stat (not listed in manual):&#13;
0-255: no exception&#13;
</additional_information>
    </issue>
    <issue>
        <id>35</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="96">DorkeyDear</reporter>
        <handler id="34">Shoozza</handler>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="14">Scripting Core</category>
        <date_submitted>1316278159</date_submitted>
        <last_updated>1316349084</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>7</os_build>
        <platform>x86</platform>
        <version>2.7.0</version>
        <fixed_in_version>2.7.1</fixed_in_version>
        <view_state id="10">public</view_state>
        <summary>BotChat on invalid player ids</summary>
        <due_date>1</due_date>
        <profile_id>12</profile_id>
        <description>Calling BotChat on certain player ids will either do no action, throw an exception, or have a bot with a blank name speak.</description>
        <steps_to_reproduce>procedure OnPlayerSpeak(const Id: byte; const Text: string);&#13;
var&#13;
	i: integer;&#13;
begin&#13;
&#13;
	if (Text = 'add5') then begin&#13;
		for i := 1 to 5 do&#13;
			Command('/addbot5 Boogie Man');&#13;
		exit;&#13;
	end;&#13;
&#13;
	for i := 0 to 255 do begin&#13;
		try&#13;
			BotChat(i, 'BotChat FTW! i=' + InttoStr(i));&#13;
			WriteLn('no exception: i=' + InttoStr(i));&#13;
		except&#13;
			WriteLn('EXCEPTION @ i=' + InttoStr(i) + ' | ' + ExceptionToString(ExceptionType, ExceptionParam));&#13;
		end;&#13;
	end;&#13;
&#13;
end;</steps_to_reproduce>
        <additional_information>Results from script provided here. Note that this does vary from time to time for some ids.&#13;
&#13;
0,1(self),2-32(non-existing valid id),33-92,94,96,98,99,101-123,128-145,155,156,164-168,185-188,190,191,196,198: no action&#13;
2(bot): speaks, includes text in console&#13;
93,95,97,194,199: bot with blank name speaks, includes text in console&#13;
100,124-127,146-154,157-163,169-184,189,192,193,195,197,200-255: &quot;Exception: Access violation at address 004056C3 in module 'soldatserver.exe'. Read of address 00000039&quot; (address may vary)&#13;
&#13;
Behavior after id 32 seems pretty consistent, but not 100% consistent. In a different test, some things varied:&#13;
128: bot with blank name speaks (seems more probable than no action)&#13;
161-162: bot with blank name speaks (seems less probable than no action)</additional_information>
    </issue>
    <issue>
        <id>36</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="96">DorkeyDear</reporter>
        <handler id="34">Shoozza</handler>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="70">have not tried</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="14">Scripting Core</category>
        <date_submitted>1316278991</date_submitted>
        <last_updated>1316348936</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>7</os_build>
        <platform>x86</platform>
        <version>2.7.0</version>
        <fixed_in_version>2.7.1</fixed_in_version>
        <view_state id="10">public</view_state>
        <summary>GiveBonus with invalid player and bonus ids</summary>
        <due_date>1</due_date>
        <profile_id>12</profile_id>
        <description>Behavior has been mapped on one occurrence for a wide range of player and bonus ids. There is no guarantee it will be exactly the same when reproduced. Results available in Additional Information section.&#13;
</description>
        <additional_information>Valid bonus id (tested only with one), number denotes player id:&#13;
valid player =&gt; gives bonus&#13;
non-active player =&gt; no action&#13;
0-124 =&gt; no exception&#13;
125-255 =&gt; exception&#13;
&#13;
Bonus 0, number denotes player id:&#13;
valid player =&gt; changes primary ammo to 7, changes secondary weapon to desert eagles&#13;
1-22 =&gt; no exception&#13;
0,6-255 =&gt; exception&#13;
&#13;
Player 0, number denotes bonus id:&#13;
1-5 =&gt; no exception&#13;
0,23-255 =&gt; exception&#13;
&#13;
Player 1 (self), number denotes bonus id:&#13;
0-255 =&gt; no exception&#13;
&#13;
Player 2 (spectating bot), number denotes bonus id:&#13;
0-255 =&gt; no exception&#13;
&#13;
Player id 3,15,20,22, number denotes bonus id:&#13;
0-255 =&gt; no exception&#13;
&#13;
Player id 23,25,31,32,33, number denotes bonus id:&#13;
0,6-255 =&gt; exception&#13;
1-5 =&gt; no exception&#13;
&#13;
Player id 33,50,100,123,124, number denotes bonus id:&#13;
0,6-255 =&gt; exception&#13;
1-5 =&gt; exception&#13;
&#13;
Player id 125,126,150,255, number denotes bonus id:&#13;
0-255 =&gt; exception</additional_information>
    </issue>
    <issue>
        <id>43</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="96">DorkeyDear</reporter>
        <handler id="34">Shoozza</handler>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="14">Scripting Core</category>
        <date_submitted>1316282593</date_submitted>
        <last_updated>1316347725</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>7</os_build>
        <platform>x86</platform>
        <version>2.7.0</version>
        <fixed_in_version>2.7.1</fixed_in_version>
        <view_state id="10">public</view_state>
        <summary>KickPlayer falsely states somebody got kicked in server console</summary>
        <due_date>1</due_date>
        <profile_id>12</profile_id>
        <description>When using KickPlayer on a valid player id, non-active player slot, the server console (not the player console) states &quot; has been kicked.()&quot;.&#13;
&#13;
If the slot was in use previously, then it would say &quot;Kruger has been kicked.&quot; (only tested with the but Kruger; may vary if human).&#13;
&#13;
One behavior which was confirmed to be incorrect (although I could have sworn this was true previously when tested in the 1.6.0rc; possibility I misread results) is that this behavior used to only apply for player slots 1-31. Player slot 32 was slightly different, in which if nobody was every in player slot 32, then no message appeared in the console.</description>
        <steps_to_reproduce>procedure OnPlayerSpeak(const Id: byte; const Text: string);&#13;
var&#13;
	i: integer;&#13;
begin&#13;
&#13;
	if (Text = 'add5') then begin&#13;
		for i := 1 to 5 do&#13;
			Command('/addbot5 Boogie Man');&#13;
		exit;&#13;
	end;&#13;
&#13;
	KickPlayer(StrtoInt(Text));&#13;
&#13;
end;&#13;
</steps_to_reproduce>
    </issue>
    <issue>
        <id>42</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="96">DorkeyDear</reporter>
        <handler id="34">Shoozza</handler>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="70">have not tried</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="14">Scripting Core</category>
        <date_submitted>1316281557</date_submitted>
        <last_updated>1316347129</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>7</os_build>
        <platform>x86</platform>
        <version>2.7.0</version>
        <fixed_in_version>2.7.1</fixed_in_version>
        <view_state id="10">public</view_state>
        <summary>WriteConsole throws exceptions on some invalid player ids</summary>
        <due_date>1</due_date>
        <profile_id>12</profile_id>
        <description>When trying certain player ids in WriteConsole, it appears to throw access violations.</description>
        <additional_information>Player ids:&#13;
0-91 =&gt; no exception&#13;
92-255 =&gt; throws exception</additional_information>
    </issue>
    <issue>
        <id>19</id>
        <project id="2">Soldat Dedicated Server</project>
        <reporter id="300">zakath</reporter>
        <handler id="300">zakath</handler>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="13">General</category>
        <date_submitted>1316030002</date_submitted>
        <last_updated>1316346095</last_updated>
        <eta id="10">none</eta>
        <version>2.7.0</version>
        <fixed_in_version>2.7.1</fixed_in_version>
        <target_version>2.7.0</target_version>
        <view_state id="10">public</view_state>
        <summary>Empty lines in mapslist.txt causes map load erros and kicking of players</summary>
        <due_date>1</due_date>
        <description>See topic</description>
    </issue>
</mantis>
