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<rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"><channel><docs>https://scp.indiegames.us/mantis/</docs><link>https://scp.indiegames.us/mantis/</link><description><![CDATA[Source Code Project Mantis - Issues]]></description><title>Source Code Project Mantis - Issues</title><image><title>Source Code Project Mantis - Issues</title><url>https://scp.indiegames.us/mantis/images/mantis_logo.png</url><link>https://scp.indiegames.us/mantis/</link><description><![CDATA[Source Code Project Mantis - Issues]]></description></image><language>en</language><category>All Projects</category><ttl>10</ttl><dc:language>en</dc:language><sy:updatePeriod>hourly</sy:updatePeriod><sy:updateFrequency>1</sy:updateFrequency><item><title>0003021: "target requires fov" flag does not take $Turret Base FOV: in account</title><author></author><link>https://scp.indiegames.us/mantis/view.php?id=3021</link><description><![CDATA[Causing turrets to remain idle instead of firing at an other valid target within range.]]></description><category>tables</category><pubDate>Fri, 10 Jun 2022 21:53:49 +0000</pubDate><guid>https://scp.indiegames.us/mantis/view.php?id=3021</guid><comments>https://scp.indiegames.us/mantis/view.php?id=3021#bugnotes</comments></item><item><title>0001119: Game ends in TvT if team leader leaves</title><author></author><link>https://scp.indiegames.us/mantis/view.php?id=1119</link><description><![CDATA[I know this isn't a bug but can anything be done about it.  I can see the point of having it in squadwar or if host has option set to only allow order by team leader.  In a normal TvT game it is a pain in the rear.]]></description><category>multiplayer</category><pubDate>Thu, 19 Nov 2020 23:55:14 +0000</pubDate><guid>https://scp.indiegames.us/mantis/view.php?id=1119</guid><comments>https://scp.indiegames.us/mantis/view.php?id=1119#bugnotes</comments></item><item><title>0002389: Multiplayer fighters with ballistic primaries spawn with negative ammo counts</title><author></author><link>https://scp.indiegames.us/mantis/view.php?id=2389</link><description><![CDATA[This has happened in multiplayer missions for Blue Planet and Wings of Dawn. Player fighters carrying ballistic primary weapons spawn with ammo counts with very large negative numbers. Numbers like -1907842398426 Or something obscenely large but negative. Upon firing, the weapon does not respond.&lt;br /&gt;
&lt;br /&gt;
Upon respawning, the player's ballistic weapon gets reset with the intended ammunition count and works as if nothing was ever wrong.&lt;br /&gt;
&lt;br /&gt;
The bug is only an issue on the first spawn, but seems to be consistent enough to make me consider replacing ballistic primaries with energy draining alternates.]]></description><category>multiplayer</category><pubDate>Sun, 01 Nov 2020 15:39:58 +0000</pubDate><guid>https://scp.indiegames.us/mantis/view.php?id=2389</guid><comments>https://scp.indiegames.us/mantis/view.php?id=2389#bugnotes</comments></item><item><title>0002012: Reinforcements not working for clients in TvT</title><author></author><link>https://scp.indiegames.us/mantis/view.php?id=2012</link><description><![CDATA[They work if they are enabled at mission start but not if they have an arrival after that.  Attaching test mission.  Same one as the send-message-list bug. You will receive a message when the teams reinforcements should be able to be called.]]></description><category>multiplayer</category><pubDate>Sun, 01 Nov 2020 15:37:56 +0000</pubDate><guid>https://scp.indiegames.us/mantis/view.php?id=2012</guid><comments>https://scp.indiegames.us/mantis/view.php?id=2012#bugnotes</comments></item><item><title>0001904: Weapons in loadout screen not filled in with valid choices if default is not available.</title><author></author><link>https://scp.indiegames.us/mantis/view.php?id=1904</link><description><![CDATA[Noticed this one in TBP today.  One mission has bombers (Badgers) available but their default primary for bank one is not available.  When the player switches to this ship this results in the bank being left empty instead of being filled in with a valid one from the available list.]]></description><category>multiplayer</category><pubDate>Sun, 01 Nov 2020 15:31:13 +0000</pubDate><guid>https://scp.indiegames.us/mantis/view.php?id=1904</guid><comments>https://scp.indiegames.us/mantis/view.php?id=1904#bugnotes</comments></item><item><title>0003200: Unix/Linux/BSD: program can never get focus when run on pure xorg xserver</title><author></author><link>https://scp.indiegames.us/mantis/view.php?id=3200</link><description><![CDATA[when program is started with dedicated xserver, without using a desktopenvironment (like gnome or KDE) and without any window manager (like openbox or fvwm), then it is not possible for this program to receive input focus. And therefore the program can not receive user input, it is impossible for the user to control the program nor quit the program.&lt;br /&gt;
&lt;br /&gt;
I expected the program to get input focus and be usable.]]></description><category>user interface</category><pubDate>Fri, 20 Oct 2017 23:20:08 +0000</pubDate><guid>https://scp.indiegames.us/mantis/view.php?id=3200</guid><comments>https://scp.indiegames.us/mantis/view.php?id=3200#bugnotes</comments></item><item><title>0003167: Offscreen indicator does not stay on center monitor</title><author></author><link>https://scp.indiegames.us/mantis/view.php?id=3167</link><description><![CDATA[Revision eff6d40 from June 18 added my fix for triple-monitor setups (thread here: &lt;a href=&quot;http://www.hard-light.net/forums/index.php?topic=89262.0&quot; rel=&quot;noopener&quot;&gt;http://www.hard-light.net/forums/index.php?topic=89262.0&lt;/a&gt;). However, one thing that my fix didn't do is keep the offscreen indicator on the center monitor, simply because I couldn't figure out how to do this. This means that players using such setups may need to look far to the left or right to see the offscreen indicator, regardless of how much of the screen area is actually used by the HUD. If FSO is to support triple-monitor setups properly, this bug will need to be fixed.]]></description><category>HUD</category><pubDate>Wed, 24 Jun 2015 04:02:22 +0000</pubDate><guid>https://scp.indiegames.us/mantis/view.php?id=3167</guid><comments>https://scp.indiegames.us/mantis/view.php?id=3167#bugnotes</comments></item><item><title>0002638: Support speech on OSX</title><author></author><link>https://scp.indiegames.us/mantis/view.php?id=2638</link><description><![CDATA[This patch implements text-to-speech for mac os x.]]></description><category>speech</category><pubDate>Thu, 23 Apr 2015 17:39:50 +0000</pubDate><guid>https://scp.indiegames.us/mantis/view.php?id=2638</guid><comments>https://scp.indiegames.us/mantis/view.php?id=2638#bugnotes</comments></item><item><title>0002720: Loadout screen does not show external weapon models</title><author></author><link>https://scp.indiegames.us/mantis/view.php?id=2720</link><description><![CDATA[Which it really should, for immersion value and stuff]]></description><category>graphics</category><pubDate>Thu, 16 Apr 2015 04:22:08 +0000</pubDate><guid>https://scp.indiegames.us/mantis/view.php?id=2720</guid><comments>https://scp.indiegames.us/mantis/view.php?id=2720#bugnotes</comments></item><item><title>0001775: Fix in Xt:  Reminder:  Include Texture replacement bugfix from Xt diff in 3.6.11</title><author></author><link>https://scp.indiegames.us/mantis/view.php?id=1775</link><description><![CDATA[Taylor's Xt diff includes a bugfix for texture replacement so that a previously unloaded texture can be used in a replacement.  This bugfix should be included as soon as possible, the rest of the texture replacement code will be included when someone can sort through the rest of the Xt branch.]]></description><category>graphics</category><pubDate>Sat, 03 Jan 2015 18:05:34 +0000</pubDate><guid>https://scp.indiegames.us/mantis/view.php?id=1775</guid><comments>https://scp.indiegames.us/mantis/view.php?id=1775#bugnotes</comments></item><item><title>0001982: Ships with no afterburners call afterburner_start and afterburner_stop</title><author></author><link>https://scp.indiegames.us/mantis/view.php?id=1982</link><description><![CDATA[Found this the other night and was discussing it with Wanderer.  Adding it here so it doesn't get forgotten about.&lt;br /&gt;
&lt;br /&gt;
Basically saw a bunch of warnings about ships not having afterburners when I ran into this crash:  &lt;a href=&quot;http://scp.indiegames.us/mantis/view.php?id=1980&quot; rel=&quot;noopener&quot;&gt;http://scp.indiegames.us/mantis/view.php?id=1980&lt;/a&gt; so I checked to see what was causing them.  Basically there is no check for ships actually having afterburners before afterburner_start is called and a time delay is set in several functions.  This results in afterburner_stop being called which throws the warning.  &lt;br /&gt;
&lt;br /&gt;
It probably wasn't much of an issue in the past but with the new glide features afterburners are used by the AI a lot more.  &lt;br /&gt;
&lt;br /&gt;
I believe this is called in 14 places that would need updated.  There is also a reference to it in the multiplayer packet code but that should never be hit if checked in the first place.]]></description><category>gameplay</category><pubDate>Mon, 30 Jun 2014 15:47:25 +0000</pubDate><guid>https://scp.indiegames.us/mantis/view.php?id=1982</guid><comments>https://scp.indiegames.us/mantis/view.php?id=1982#bugnotes</comments></item><item><title>0003044: Thruster-Jets for non player ships not rendering reliably</title><author></author><link>https://scp.indiegames.us/mantis/view.php?id=3044</link><description><![CDATA[thrusters do not show up on a ship that doesn't belong to the player's wing, but even then they don't most of the time&lt;br /&gt;
furthermore, it appears &quot;roll right&quot; and &quot;bank right&quot; are switched in their functionallity, same goes for the left ones]]></description><category>graphics</category><pubDate>Fri, 16 May 2014 13:42:16 +0000</pubDate><guid>https://scp.indiegames.us/mantis/view.php?id=3044</guid><comments>https://scp.indiegames.us/mantis/view.php?id=3044#bugnotes</comments></item><item><title>0001983: Discussion: Hand off nebula rendering to clients completely from standalone</title><author></author><link>https://scp.indiegames.us/mantis/view.php?id=1983</link><description><![CDATA[Debugger call stack and variables attached.  &lt;br /&gt;
&lt;br /&gt;
Basically your_basic_hot_sauce is turning up null along with start and strike.]]></description><category>multiplayer</category><pubDate>Mon, 21 Apr 2014 07:00:20 +0000</pubDate><guid>https://scp.indiegames.us/mantis/view.php?id=1983</guid><comments>https://scp.indiegames.us/mantis/view.php?id=1983#bugnotes</comments></item><item><title>0002972: Inconsistent Thruster Particle Generation</title><author></author><link>https://scp.indiegames.us/mantis/view.php?id=2972</link><description><![CDATA[Thruster particles (and possible other particles) are being affected by a hard-coded cutoff that results in somewhat inconsistent generation when utilized on AI ships.]]></description><category>graphics</category><pubDate>Tue, 03 Dec 2013 23:44:06 +0000</pubDate><guid>https://scp.indiegames.us/mantis/view.php?id=2972</guid><comments>https://scp.indiegames.us/mantis/view.php?id=2972#bugnotes</comments></item><item><title>0002924: Team Color not applied to Cockpits and LODs</title><author></author><link>https://scp.indiegames.us/mantis/view.php?id=2924</link><description><![CDATA[Team Colors are not applied to cockpits and all LODs that have no shaders rendered on them]]></description><category>graphics</category><pubDate>Sun, 20 Oct 2013 16:24:45 +0000</pubDate><guid>https://scp.indiegames.us/mantis/view.php?id=2924</guid><comments>https://scp.indiegames.us/mantis/view.php?id=2924#bugnotes</comments></item><item><title>0001654: Crazy movements at the begining of the autopilot run when not leading it.</title><author></author><link>https://scp.indiegames.us/mantis/view.php?id=1654</link><description><![CDATA[This is a &quot;spin-off&quot; from &lt;a href=&quot;https://scp.indiegames.us/mantis/view.php?id=1520&quot;&gt;0001520&lt;/a&gt; and I feel a tweak would be fine in autopilot code.&lt;br /&gt;
&lt;br /&gt;
As the root problem of &lt;a href=&quot;https://scp.indiegames.us/mantis/view.php?id=1520&quot;&gt;0001520&lt;/a&gt;, Taylor has fixed the different object vs. wing order which caused pretty strange behaviours. Now, the object order in the fs2 file doesn't matter anymore. &lt;br /&gt;
&lt;br /&gt;
Now the autopilot run is lead by the first wing ship (ie. by Alpha 1). But then a tweak is needed in old autopilot code, (not cinematic autopilot):&lt;br /&gt;
&lt;br /&gt;
+ When player's ship doesn't lead the run, (the player is not Alpha 1 but Alpha n), it makes crazy movements before stabilizing itself in formation with the wing first ship. These movements should be dampened somehow.]]></description><category>gameplay</category><pubDate>Tue, 26 Mar 2013 04:26:12 +0000</pubDate><guid>https://scp.indiegames.us/mantis/view.php?id=1654</guid><comments>https://scp.indiegames.us/mantis/view.php?id=1654#bugnotes</comments></item><item><title>0002680: FSO does not correctly detect a sound card that does not support MIN_SOURCES</title><author></author><link>https://scp.indiegames.us/mantis/view.php?id=2680</link><description><![CDATA[FSO does not correctly detect a sound card that does not support MIN_SOURCES (currently 48 sources).&lt;br /&gt;
&lt;br /&gt;
Attached is a patch to fix it in a different way than Niffiwan proposes in Mantis 2266.]]></description><category>sound</category><pubDate>Fri, 06 Jul 2012 01:47:04 +0000</pubDate><guid>https://scp.indiegames.us/mantis/view.php?id=2680</guid><comments>https://scp.indiegames.us/mantis/view.php?id=2680#bugnotes</comments></item></channel></rss>
