<?xml version="1.0" encoding="UTF-8"?>
<mantis version="1.2.15" urlbase="http://bugs.obsidianconflict.net/" issuelink="#" notelink="~" format="1">
    <issue>
        <id>187</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="108">randomdudeontheinternet</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">Bug-Report</category>
        <date_submitted>1443941357</date_submitted>
        <last_updated>1443941357</last_updated>
        <eta id="10">none</eta>
        <version>0.1.3.5</version>
        <view_state id="10">public</view_state>
        <summary>css weapons dont have texture's</summary>
        <due_date>1</due_date>
        <description>all the css weapons do not have texture's or gun sound and i have the game installed and the box ticked please help </description>
    </issue>
    <issue>
        <id>186</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="79">raidensnake</reporter>
        <priority id="40">high</priority>
        <severity id="10">feature</severity>
        <reproducibility id="100">N/A</reproducibility>
        <status id="10">new</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="5">Feature-Request</category>
        <date_submitted>1423397673</date_submitted>
        <last_updated>1423397673</last_updated>
        <eta id="10">none</eta>
        <version>0.1.3.5</version>
        <view_state id="10">public</view_state>
        <summary>Add point_broadcastclientcommand</summary>
        <due_date>1</due_date>
        <description>it would be nice to add the point_broadcastclientcommand function to allow maps like moe glados factory to automatically enable/disable the map overview on clients when running on a dedicated server. Currently point_clientcommand is the only entity that allows this but only when running locally. Ent is already used in games like alien swarm, left4dead 2 etc.</description>
    </issue>
    <issue>
        <id>185</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="17">Maestro Fenix</reporter>
        <priority id="30">normal</priority>
        <severity id="10">feature</severity>
        <reproducibility id="100">N/A</reproducibility>
        <status id="10">new</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="5">Feature-Request</category>
        <date_submitted>1396257656</date_submitted>
        <last_updated>1396257656</last_updated>
        <eta id="10">none</eta>
        <version>0.1.3.5</version>
        <view_state id="10">public</view_state>
        <summary>Allow merchants to sell custom weapons (and maybe custom_item)</summary>
        <due_date>1</due_date>
        <description>Right now, merchants only can sell the entities showed at merchant_rules.txt, not allowing custom weapons or items. It would be good to make it able to do so (as well as read from inner folders, like for example scripts/customweapons/oc_test/custom_fire).</description>
    </issue>
    <issue>
        <id>181</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="17">Maestro Fenix</reporter>
        <priority id="20">low</priority>
        <severity id="40">tweak</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="10">new</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="4">Bug-Report</category>
        <date_submitted>1385397172</date_submitted>
        <last_updated>1387744793</last_updated>
        <eta id="10">none</eta>
        <version>0.1.3.5</version>
        <view_state id="10">public</view_state>
        <summary>trigger_player_count fires OnPlayerLeave when the player mount/unmount a func_useableladder</summary>
        <due_date>1</due_date>
        <description>While using a trigger_player_count, if a player uses a ladder that is made with the func_useableladder entity, the trigger will think that the player has left the volume, triggering the OnPlayerLeave output.</description>
        <steps_to_reproduce>Make a ladder with func_useableladder and the other entities.&#13;
Put it inside a trigger_player_count volume.&#13;
Make an output with OnPlayerLeave with something, so you can check it in game.&#13;
</steps_to_reproduce>
        <additional_information>Happens both on 1.35 and SVN.&#13;
&#13;
Included quick test map so anyone can see quickly the problem.</additional_information>
    </issue>
    <issue>
        <id>184</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="17">Maestro Fenix</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">Bug-Report</category>
        <date_submitted>1387459347</date_submitted>
        <last_updated>1387459586</last_updated>
        <eta id="10">none</eta>
        <version>0.1.3.5</version>
        <view_state id="10">public</view_state>
        <summary>Npc_hgrunts are hostile to npc_citizen, but they can't hurt them</summary>
        <due_date>1</due_date>
        <description>Npc_hgrunt are hostile to npc_citizen, and the npc_citizen considers the npc_hgrunt as an enemy too. But for some reason, npc_hgrunt doesn't do any damage to the npc_citizen (even with their grenades).&#13;
&#13;
Also, it seems that npc_hgrunt can not be gibbed, as even with explosions, it continues making ragdolls.</description>
        <additional_information>Happens both on 1.35 and SVN.</additional_information>
    </issue>
    <issue>
        <id>165</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="17">Maestro Fenix</reporter>
        <priority id="20">low</priority>
        <severity id="10">feature</severity>
        <reproducibility id="100">N/A</reproducibility>
        <status id="10">new</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="5">Feature-Request</category>
        <date_submitted>1367332682</date_submitted>
        <last_updated>1385978163</last_updated>
        <eta id="10">none</eta>
        <version>0.1.3.5</version>
        <view_state id="10">public</view_state>
        <summary>Switch between &quot;Classic&quot; and &quot;Lives&quot; gameplay while playing</summary>
        <due_date>1</due_date>
        <description>This request is about having a new entity to switch from the &quot;normal&quot; gameplay (Classic) to the &quot;Lives&quot; gameplay in-game, and reverse.&#13;
&#13;
For example, when playing on a map, the players reach a part where, let´s gonna say, there is a boss. Then, it would be triggered this special entity, switching to the lives gameplay. Once the players beat that part, the entity would be called again to back to the normal gameplay.&#13;
&#13;
It would be possible?</description>
    </issue>
    <issue>
        <id>179</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="99">Meister</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">Bug-Report</category>
        <date_submitted>1380990314</date_submitted>
        <last_updated>1381669697</last_updated>
        <eta id="10">none</eta>
        <version>0.1.3.5</version>
        <view_state id="10">public</view_state>
        <summary>Merchants don't work</summary>
        <due_date>1</due_date>
        <description>When I open a map like oc_harvest or oc_starshiptroopers where there are merchants to purchase weapons from, I cannot access their menus. I walk right up to them and press the &quot;Use&quot; key but no menu comes up and I have no way to buy weapons.&#13;
I also have no merchant in my oc_lobby. I didn't even notice there was an absence until I joined someone else's server and saw they did have a merchant in their lobby. I could press the &quot;Use&quot; key on them and access a menu, but I still couldn't when I created my own servers. How do I fix this?</description>
    </issue>
    <issue>
        <id>180</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="17">Maestro Fenix</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">Bug-Report</category>
        <date_submitted>1381665063</date_submitted>
        <last_updated>1381665063</last_updated>
        <eta id="10">none</eta>
        <version>0.1.3.5</version>
        <view_state id="10">public</view_state>
        <summary>item_ammo_crate makes spawn a weapon_frag at 0 0 0</summary>
        <due_date>1</due_date>
        <description>After several months tracking down from where a weapon_frag come from that always appeared at 0 0 0 on all the maps, I discovered that it comes from item_ammo_crate (the large green boxes), when it is set to give grenades.&#13;
&#13;
When you open the crate for the first time (you pick the weapon for first time, 5 grenades as default), after a while, it will respawn at the origin of the map, like if the mapper originally didn't placed it correctly at the world.&#13;
&#13;
So, if you have three grenade crates, and you pick the grenades from the three (picking the weapon, then losing it due death of the player), it will spawn three weapon_frags at the origin of the map.&#13;
</description>
        <steps_to_reproduce>Pick a map which their origin is visible/near (if is not visible, but is near, you will be able to hear how it respawns).&#13;
&#13;
Search and use an ammo crate that gives grenades (make sure you don't already have grenades, if you exhausted it, it will not work. If you are unsure, kill your player).  &#13;
&#13;
Go to the origin of the map and watch/hear how a weapon_frag appears and keeps respawning at it (the default time is around 3-4 seconds before it respawns).</steps_to_reproduce>
        <additional_information>Happens both on &quot;retail&quot; and SVN.</additional_information>
    </issue>
    <issue>
        <id>178</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="78">intrigue</reporter>
        <priority id="40">high</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="4">Bug-Report</category>
        <date_submitted>1380515882</date_submitted>
        <last_updated>1380636343</last_updated>
        <eta id="10">none</eta>
        <os>windows</os>
        <os_build>xp sp 3</os_build>
        <platform>PC</platform>
        <version>0.1.3.5</version>
        <view_state id="10">public</view_state>
        <summary>OC won't run error message pops up</summary>
        <due_date>1</due_date>
        <description>one day I launched OC and this error message popped up. Anyone know anything about it? Thanks intrigue</description>
        <steps_to_reproduce>Happens every launch. Unable to play OC.</steps_to_reproduce>
        <additional_information>I attached a screen shot for further trouble shooting.</additional_information>
    </issue>
    <issue>
        <id>177</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="17">Maestro Fenix</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="5">Feature-Request</category>
        <date_submitted>1378135442</date_submitted>
        <last_updated>1378135442</last_updated>
        <eta id="10">none</eta>
        <version>0.1.3.5</version>
        <view_state id="10">public</view_state>
        <summary>Improve item_cloak and item_shield</summary>
        <due_date>1</due_date>
        <description>item_shield:&#13;
&#13;
sv_shieldstrength doesn't work properly. Their info says that it defines the &quot;health&quot; of the shield, but if you put a higher number like 100, it will appear at the half (or less) of the power bar, but the shield will continue having the same health, affecting only the HUD.&#13;
&#13;
Make an option in Hammer to define the health of the shield. &#13;
&#13;
&#13;
item_cloak:&#13;
&#13;
Make it toggleable like the shield and not forcing the players to keep pressing their button.&#13;
&#13;
While you are using the cloak, you can't switch between weapons.&#13;
&#13;
Create a CVAR/Hammer option to define the number of seconds that lasts the cloak.&#13;
&#13;
&#13;
In Hammer, both entities appears with an ERROR model, because it doesn't find the models. The problem is at the Obsidian.fgd, that it defines a wrong path for the models:&#13;
&#13;
The shield should be &quot;models/player/modules/w_powermodule.mdl&quot;, instead of models/Player/w_helmet.mdl&quot;.&#13;
&#13;
The cloak should be &quot;models/player/modules/w_cloak.mdl instead of models/Player/w_cloak.mdl&quot;&#13;
&#13;
&#13;
I have to found the exact combination of actions, but it looks like that using the shield or the cloak, while you are running, it makes bug the player controls, making sprint forever even after die, like if the player would press the sprint button.</description>
        <additional_information>The bugs happens both on 1.35 and the SVN version.</additional_information>
    </issue>
    <issue>
        <id>174</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="96">Agent47</reporter>
        <priority id="30">normal</priority>
        <severity id="70">crash</severity>
        <reproducibility id="30">sometimes</reproducibility>
        <status id="10">new</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="4">Bug-Report</category>
        <date_submitted>1372897574</date_submitted>
        <last_updated>1376030442</last_updated>
        <eta id="10">none</eta>
        <version>0.1.3.5</version>
        <view_state id="10">public</view_state>
        <summary>Game does not start</summary>
        <due_date>1</due_date>
        <description>Whenever i enable HL2 EP2 i restart the game and when it starts up all i see is the main screen with nothing on it but in the bottom right corner i see a &quot;loading&quot; thing. I have nothing wrong with my pc and i got the link from a obsidian conflict linked site.</description>
    </issue>
    <issue>
        <id>176</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="17">Maestro Fenix</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">Bug-Report</category>
        <date_submitted>1374527399</date_submitted>
        <last_updated>1374565287</last_updated>
        <eta id="10">none</eta>
        <version>0.1.3.5</version>
        <view_state id="10">public</view_state>
        <summary>func_tanks doesn´t attack to all the players regarless if is used !player or player</summary>
        <due_date>1</due_date>
        <description>If you use the input to a func_tank (all the types of func_tanks) with the input SetTargetEntityName player (or using a npc_enemyfinder with the input OnFoundEnemy nameoffunctank SetTargetEntity, OnFoundPlayer gives the same result) so it can fire automatically to the players, it will only fire on the player that spawns on the info_player_start entity. &#13;
&#13;
If you kick that player, it will fire on the next player that spawned on the info_player_start entity.</description>
        <steps_to_reproduce>You can see quickly an example of this bug on the map c2a5c of HL:S. The func_tank has set SetTargetEntityName player, so it should fire to all the players (!player is only for one player in SP). But it doesn´t do that.</steps_to_reproduce>
        <additional_information>I can´t confirmed it at all, but the func_tanks wouldn´t be the only entities that has problems when using player.</additional_information>
    </issue>
    <issue>
        <id>175</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="17">Maestro Fenix</reporter>
        <priority id="20">low</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="5">Feature-Request</category>
        <date_submitted>1373654980</date_submitted>
        <last_updated>1373654980</last_updated>
        <eta id="10">none</eta>
        <version>0.1.3.5</version>
        <view_state id="10">public</view_state>
        <summary>Add to trigger_nocollide a flag to enable player collision on touch if it was disabled</summary>
        <due_date>1</due_date>
        <description>http://wiki.obsidianconflict.net/?title=Trigger_nocollide&#13;
&#13;
Currently there´s not way to re-enable the collision of a player that has been previously disabled without enable/disable the collision to all the players, and only using the mp_playercollide cvar.&#13;
&#13;
A new flag reversing the main function of the entity (enable player collision on touch if it was previously disabled) would solve this problem.</description>
    </issue>
    <issue>
        <id>173</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="34">jerC</reporter>
        <priority id="30">normal</priority>
        <severity id="40">tweak</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="10">new</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="4">Bug-Report</category>
        <date_submitted>1371985467</date_submitted>
        <last_updated>1371985467</last_updated>
        <eta id="10">none</eta>
        <version>0.1.3.5</version>
        <view_state id="10">public</view_state>
        <summary>Lag cause your playermodel body to fall from other players</summary>
        <due_date>1</due_date>
        <description>When you gets some lag, you might see your body at random places, that's because each time you do your body drops out of other players.</description>
        <additional_information>Happend with Alt+tab, and sometimes when you join the server.</additional_information>
    </issue>
    <issue>
        <id>172</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="17">Maestro Fenix</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="4">Bug-Report</category>
        <date_submitted>1371147879</date_submitted>
        <last_updated>1371147879</last_updated>
        <eta id="10">none</eta>
        <version>0.1.3.5</version>
        <view_state id="10">public</view_state>
        <summary>Monster_alien_controller fills the console with errors</summary>
        <due_date>1</due_date>
        <description>Although it doesn´t affect the gameplay, if you have one or more Alien Controllers on your map, it will the console log with the following warning:&#13;
&#13;
&quot;DataTable warning: (class [unknown]): Out-of-range value (-32.000000) in SendPropFloat 'm_fDecay', clamping.&quot;&#13;
&#13;
The class seems to change on the map you test it (saw it with prop_physics and point_servercommand). Sometimes, it appears as unknown.</description>
        <additional_information>Happens both on 1.35 and SVN.&#13;
&#13;
Tesla says that he saw a similar warning appearing if some sprites were too large. Maybe is due something of HL:S that doesn´t work when it´s loaded on OC?</additional_information>
    </issue>
    <issue>
        <id>171</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="17">Maestro Fenix</reporter>
        <priority id="20">low</priority>
        <severity id="40">tweak</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="10">new</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="4">Bug-Report</category>
        <date_submitted>1370366558</date_submitted>
        <last_updated>1370366558</last_updated>
        <eta id="10">none</eta>
        <version>0.1.3.5</version>
        <view_state id="10">public</view_state>
        <summary>func_rot_button Starts Locked flag doesn´t work</summary>
        <due_date>1</due_date>
        <description>If you check the flag of the func_rot_button &quot;Starts Locked&quot;, it will not work.</description>
        <additional_information>Checked both on 1.35 and SVN. Doesn´t exist this bug outside of OC (at least, known).</additional_information>
    </issue>
    <issue>
        <id>170</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="17">Maestro Fenix</reporter>
        <priority id="20">low</priority>
        <severity id="40">tweak</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="10">new</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="4">Bug-Report</category>
        <date_submitted>1370366241</date_submitted>
        <last_updated>1370366241</last_updated>
        <eta id="10">none</eta>
        <version>0.1.3.5</version>
        <view_state id="10">public</view_state>
        <summary>ambient_generic dynamic presets makes loop the sound</summary>
        <due_date>1</due_date>
        <description>For some unknown reasons, if you set a ambient_generic have a dynamic preset, it start to loop, even if you have the flag &quot;Is not looped&quot; checked.&#13;
&#13;
Some presets, like the &quot;machine&quot; types, will only loop three times the sound, and then it will stop. It doesn´t stop if you unchecked the flag.&#13;
&#13;
The rest of presets will make loop the sound regarless if you checked the loop flag or not. Some of those presets will go out of control making any kind of noises until it just make stop the sound.</description>
        <steps_to_reproduce>Put an ambient_generic on your map.&#13;
&#13;
Set a dynamic preset on the list.&#13;
&#13;
Call it to play/toggle.</steps_to_reproduce>
        <additional_information>Checked both on 1.35 and SVN.</additional_information>
    </issue>
    <issue>
        <id>168</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="95">Lucky9Two</reporter>
        <priority id="40">high</priority>
        <severity id="70">crash</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="30">acknowledged</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="4">Bug-Report</category>
        <date_submitted>1369624645</date_submitted>
        <last_updated>1369805447</last_updated>
        <eta id="10">none</eta>
        <version>0.1.3.5</version>
        <view_state id="10">public</view_state>
        <summary>Impulse 203 on Player / Player in Vehicle CTD</summary>
        <due_date>1</due_date>
        <description>If you impulse 203 a player, or while aiming at a player in a vehicle, the game crashes to desktop.&#13;
&#13;
This isn't an issue in GMod, so that might be something to look at.</description>
        <steps_to_reproduce>&gt;sv_cheats 1&#13;
&gt;Aim at a player&#13;
&gt;impulse 203&#13;
&gt;Crash</steps_to_reproduce>
    </issue>
    <issue>
        <id>169</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="17">Maestro Fenix</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">Bug-Report</category>
        <date_submitted>1369675388</date_submitted>
        <last_updated>1369675388</last_updated>
        <eta id="10">none</eta>
        <version>0.1.3.5</version>
        <view_state id="10">public</view_state>
        <summary>point_viewcontrol Hold time key doesn´t work</summary>
        <due_date>1</due_date>
        <description>If you use a point_viewcontrol, and put a number on &quot;Hold time&quot;, and don´t check the flag &quot;Infinite Hold time&quot;, it will continue taking the view of the player, unless you send a disable/kill output.&#13;
&#13;
Looking at the VDC, although this entity has many bugs, this doesn´t look like it happen on another games.&#13;
&#13;
https://developer.valvesoftware.com/wiki/Talk:Point_viewcontrol</description>
    </issue>
    <issue>
        <id>156</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="85">Rei</reporter>
        <priority id="30">normal</priority>
        <severity id="10">feature</severity>
        <reproducibility id="100">N/A</reproducibility>
        <status id="10">new</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="5">Feature-Request</category>
        <date_submitted>1360058102</date_submitted>
        <last_updated>1369644574</last_updated>
        <eta id="10">none</eta>
        <version>0.1.3.5</version>
        <view_state id="10">public</view_state>
        <summary>popularity</summary>
        <due_date>1</due_date>
        <description>my proposal / request is not OC-code related,  but i think it would be a great step to request coop with the blackmesa dev team. in every aspect.&#13;
may be a big request to the other team but may also help both mods to get more popular, share hours of work, survive, get playerbase&#13;
(nearly nobody of my steamfriends knows OC -__- )&#13;
&#13;
- i see lots of redundant work concerning the remaking of HL1 stuff in source, work together there (not bins, but models, weapon scripts or what ever ...)&#13;
- fuse the dev teams and use overlapping resources together (maybe thats isnt possible anymore at this point)&#13;
- support mounting of BM stuff&#13;
- mention each other on your sites, link to each other&#13;
- or maybe even include the HL1 storyline (in BM form) into OC like svencoop did with hl1 (different download packages could be possible)&#13;
</description>
    </issue>
    <issue>
        <id>56</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="1">neico</reporter>
        <handler id="1">neico</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="4">Bug-Report</category>
        <date_submitted>1297092246</date_submitted>
        <last_updated>1369625338</last_updated>
        <eta id="50">&lt; 1 month</eta>
        <version>0.1.3.5</version>
        <fixed_in_version>0.1.3.6</fixed_in_version>
        <target_version>0.1.3.6</target_version>
        <view_state id="10">public</view_state>
        <summary>ATI Graphics Bug</summary>
        <due_date>1</due_date>
        <description>See http://www.obsidianconflict.net/forums/viewtopic.php?f=1&amp;t=4253</description>
    </issue>
    <issue>
        <id>105</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="17">Maestro Fenix</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="5">Feature-Request</category>
        <date_submitted>1324984187</date_submitted>
        <last_updated>1369624909</last_updated>
        <eta id="10">none</eta>
        <version>0.1.3.5</version>
        <view_state id="10">public</view_state>
        <summary>Make barnacles disable the use of  weapons when you get trapped</summary>
        <due_date>1</due_date>
        <description>The barnacles are clearly underused in maps, since is easy to spot them, and, in case you got trapped by them, you can shoot to kill it without any danger.&#13;
&#13;
I think that if the barnacles could deactivate the use of weapons (you cant select/use any), would be make more useful, and would force the players be cautious and cooperative (you would need another player to save you).&#13;
&#13;
I saw this in Sven Co-op, and the results are perfect.</description>
    </issue>
    <issue>
        <id>167</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="95">Lucky9Two</reporter>
        <handler id="13">TESLA-X4</handler>
        <priority id="30">normal</priority>
        <severity id="20">trivial</severity>
        <reproducibility id="100">N/A</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="30">tweak</projection>
        <category id="5">Feature-Request</category>
        <date_submitted>1368946781</date_submitted>
        <last_updated>1368950278</last_updated>
        <eta id="20">&lt; 1 day</eta>
        <fixed_in_version>0.1.3.6</fixed_in_version>
        <target_version>0.1.3.6</target_version>
        <view_state id="10">public</view_state>
        <summary>AI Perception Behavior Enhancement</summary>
        <due_date>1</due_date>
        <description>https://developer.valvesoftware.com/wiki/AI_Perception_Behavior_Enhancement&#13;
&#13;
Could we have that added to the AI code?</description>
    </issue>
    <issue>
        <id>164</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="4">W0rf0x</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">Bug-Report</category>
        <date_submitted>1366663308</date_submitted>
        <last_updated>1368543980</last_updated>
        <eta id="10">none</eta>
        <version>SVN</version>
        <target_version>SVN</target_version>
        <view_state id="10">public</view_state>
        <summary>Antlionguard attacking Strider causes Strider to float</summary>
        <due_date>1</due_date>
        <description>If an Antlionguard attacks a Strider (shoving/charging), the Strider will start floating endlessly.</description>
        <steps_to_reproduce>Antlionguard + Strider = Profit</steps_to_reproduce>
    </issue>
    <issue>
        <id>100</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="17">Maestro Fenix</reporter>
        <handler id="1">neico</handler>
        <priority id="30">normal</priority>
        <severity id="70">crash</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="50">assigned</status>
        <resolution id="80">suspended</resolution>
        <projection id="70">major rework</projection>
        <category id="4">Bug-Report</category>
        <date_submitted>1320605426</date_submitted>
        <last_updated>1368543013</last_updated>
        <eta id="30">2-3 days</eta>
        <version>0.1.3.5</version>
        <target_version>SVN</target_version>
        <view_state id="10">public</view_state>
        <summary>Load a map (the same or different) using &quot;create a game&quot; option makes freeze the game</summary>
        <due_date>1</due_date>
        <description>If you load a map using the create a game option, and after, you load another with the same method, the mod freezes.&#13;
&#13;
If you load another map with the console, doesnt happen.&#13;
&#13;
This is extremely annoying when you are &quot;testing alone&quot; stuff, forcing you close and run the mod in order to can load a different map.</description>
        <steps_to_reproduce>Use the &quot;Create a game&quot; option&quot;.&#13;
&#13;
After load the map, disconnect and/or in the middle of the game create another new game. Doesnt matter what type of map you load.&#13;
&#13;
The mod will freeze when appears the load bar at the point &quot;Establishing the connection to the server&quot;.</steps_to_reproduce>
    </issue>
    <issue>
        <id>160</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="85">Rei</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="1">General</category>
        <date_submitted>1365850578</date_submitted>
        <last_updated>1366540314</last_updated>
        <eta id="10">none</eta>
        <os>XP 32</os>
        <platform>win</platform>
        <version>0.1.3.5</version>
        <view_state id="10">public</view_state>
        <summary>new official server IP unreachable</summary>
        <due_date>1</due_date>
        <description>on the old IP i could play + connect + ping without issues (176.31.159.149:27020)&#13;
&#13;
but the new one (5.135.224.185:27020) is unreachable.&#13;
- cant ping&#13;
- cant view details&#13;
- cant connect&#13;
- i see my friends playing there (friend-list)&#13;
- tried: ingame &quot;connect&quot;, steam server browser, qtracker&#13;
&#13;
gametracking sites see the server online and claim its located in portugal (lol ?)&#13;
&#13;
maybe some ISPs block that IP range your server is in now ?&#13;
&#13;
greetings</description>
    </issue>
    <issue>
        <id>163</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="17">Maestro Fenix</reporter>
        <priority id="30">normal</priority>
        <severity id="40">tweak</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="30">acknowledged</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="5">Feature-Request</category>
        <date_submitted>1366287758</date_submitted>
        <last_updated>1366300896</last_updated>
        <eta id="10">none</eta>
        <version>0.1.3.5</version>
        <view_state id="10">public</view_state>
        <summary>Improve the Grapple Hook</summary>
        <due_date>1</due_date>
        <description>Although it does their basic function, it doesn´t work as it should, since is slower at firing the hook (a new model would fix this) and it pulls you erratically (ending on your death on many occasions).&#13;
&#13;
I suggest make a new model (a slightly changed crossbow with short animations can do the job) and revise their code.&#13;
&#13;
&#13;
Fix this weapon would give to the mappers the possibility of making more platform sections on their maps.</description>
    </issue>
    <issue>
        <id>162</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="4">W0rf0x</reporter>
        <priority id="30">normal</priority>
        <severity id="10">feature</severity>
        <reproducibility id="100">N/A</reproducibility>
        <status id="10">new</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="5">Feature-Request</category>
        <date_submitted>1366049533</date_submitted>
        <last_updated>1366049533</last_updated>
        <eta id="10">none</eta>
        <target_version>0.1.3.6</target_version>
        <view_state id="10">public</view_state>
        <summary>Flag for env_shooter to have burning gibs with no fire sound</summary>
        <due_date>1</due_date>
        <description>A flag for env_shooter to have burning gibs without the fire sound, since the fire sounds tend to play at random entities after the burning gibs get removed (EP1 maps and broken_escape).</description>
    </issue>
    <issue>
        <id>161</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="4">W0rf0x</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">Bug-Report</category>
        <date_submitted>1366049289</date_submitted>
        <last_updated>1366049289</last_updated>
        <eta id="10">none</eta>
        <version>SVN</version>
        <target_version>0.1.3.6</target_version>
        <view_state id="10">public</view_state>
        <summary>env_shooter &quot;gibgravityscale&quot; keyvalue having no effect</summary>
        <due_date>1</due_date>
        <description>I think this borked since source 2007, this is mainly relevant to the burning gibs falling off the citadel in EP1 maps, which fell a lot slower back when EP1 was still on source 2006.</description>
    </issue>
    <issue>
        <id>158</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="85">Rei</reporter>
        <priority id="40">high</priority>
        <severity id="40">tweak</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="10">new</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="5">Feature-Request</category>
        <date_submitted>1363493618</date_submitted>
        <last_updated>1363544362</last_updated>
        <eta id="10">none</eta>
        <version>0.1.3.5</version>
        <view_state id="10">public</view_state>
        <summary>@entity-scripts: add hammerID{} and ModelID{} hooking</summary>
        <due_date>1</due_date>
        <description>Hello.&#13;
&#13;
(this post is for worfox, please read it if you find time :D )&#13;
&#13;
As the title says, i beg you to simply add support in the OC code &#13;
to hook entites by their HammerID or ModelID (_modify script). Why ? Because hooking them by Origin{} is super dangerous and bigger map changes will always break the map / make it unplayable. Im just changing the Return_to_city17 series to be as challenging as outhouse and i broke the 1st map like 4 times, because entities just have the SAME coordinates. Some sprite was stuck inside another entity and moving it deleted a crucial trigger ... or deleting an ammo box deleted the shelf instead ... since the fewest ents got names, coordinates must be used VERY often but are no unique attribute. This is very depressing :/&#13;
&#13;
- I wanna rewrite the oc_modify_generator.exe if we get HammerID support to create a more reliable tool / +with better brush-ent modding.&#13;
- I wanna create _modify scripts for the whole BM-campaign to be playable and a  challenge in OC if thats possible (must look into it how many ents need to get replaced)&#13;
&#13;
I know, since the new (source) Hammer verison its not that easy to find out HammerIDs on objetcs in decompiled maps, because hammer isnt showing them anymore. But for decompiles you should use the new modify generator then. ingame you can find out  hammerID and brush-modelID very easy with &quot;ent_text&quot; and &quot;ent_dump !picker&quot;&#13;
&#13;
Why did i gave this &quot;high&quot; prio ? Because i think it would be great to have a reliable modify option and / or generator tool - after there arent many active mappers working on projects and players got so bored about most of the maps, players get even more bored because there wont be many new maps thus the mappers  arent very enthusiastic in making new maps because players interest is dropping and so on and so forth. Having a tool of such we could just spice up some of those maps with wonderful landscape and hours of brush-work but lack of challenge (like the c17 series ^^) and that would produce tons of &quot;new&quot; playable content with kinda little work. I mean beeing able to change all entites is SO powerful.&#13;
&#13;
So i suggest adding HammerID{} because EVERY entity simply got a HammerID and cant be missed. So you can even MOVE some entites around without having to delete them from an old position and Add{}ing them at the new position lol.&#13;
About ModelID{}. I am talking about the &quot;model&quot; = &quot;*128&quot; attribute from BRUSH-entities. Since the only secure way of playing around with brush-entites is using their modelID. YOu can do everything: take a func_breakable and make a trigger out of it... take a trigger_once and make a trigger_multiple out of it with other Outputs ... just everything besides changing the shape of the BSP subtrees referenced by the modelIDs.&#13;
&#13;
For now you needed to do this:&#13;
Remove { Origin { &quot;453453 23432 3242&quot; {} } }&#13;
Add { Origin {&#13;
 &quot;453453 23432 3242&quot; {&#13;
 model &quot;*128&quot;&#13;
 classname &quot;trigger_multiple&quot;&#13;
 blabla ....&#13;
 } &#13;
} }&#13;
and thats very insecure and a bit confusing :D. After you could do this:&#13;
Modify { ModelID {&#13;
&quot;*128&quot; {&#13;
 &quot;classname&quot; &quot;trigger_multiple&quot;&#13;
 &quot;add an output what ever....&quot;&#13;
}}}&#13;
&#13;
One MORE reason to get away from the dirty Origin{} method:&#13;
Its even inaccurate ! eg. for point entites beeing stuck inside a prop it just randomly deletes what it wants lol. i deleted an ammo box from a pos like&#13;
-9000 8000 325 and it deleted the shelf instead ingame from&#13;
-9000 8000 301 ... thats an offset by 24 units Lool !? does it even take care of the z-value ?&#13;
&#13;
aaah and BTW ... the entity parsing algorithm should always IGNORE newly added / &quot;modified&quot; info_nodes and stuff because they cant be changed after beeing baked into the map's node-file. just for security reasons - most of the tie you'll hit some other entity with it because they dont exist in the map anymore.&#13;
&#13;
 Well thanks for listening. Hope to read from you ... and happy coding :D&#13;
greetings, Rei&#13;
&#13;
&#13;
PS: btw if nobody cares about supports / suggestions anymore because nobody will ever read them or the project is frozen ... just tell me and i can stop writing all that stuff</description>
    </issue>
    <issue>
        <id>157</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="17">Maestro Fenix</reporter>
        <priority id="10">none</priority>
        <severity id="10">feature</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="5">Feature-Request</category>
        <date_submitted>1362430496</date_submitted>
        <last_updated>1362430496</last_updated>
        <eta id="10">none</eta>
        <version>0.1.3.5</version>
        <view_state id="10">public</view_state>
        <summary>Add item_longjump into the mod</summary>
        <due_date>1</due_date>
        <description>I thought that OC already had all the entities from HL:S, but looks like not.&#13;
&#13;
This would eliminate the need of use the grapple hook, that breaks the gameplay on the Xen maps.</description>
    </issue>
    <issue>
        <id>118</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="85">Rei</reporter>
        <priority id="30">normal</priority>
        <severity id="40">tweak</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="10">new</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="4">Bug-Report</category>
        <date_submitted>1332024435</date_submitted>
        <last_updated>1360057215</last_updated>
        <eta id="10">none</eta>
        <version>0.1.3.5</version>
        <view_state id="10">public</view_state>
        <summary>Modify Gauss to suit expected behaviour</summary>
        <due_date>1</due_date>
        <description>Well weapon_gauss is a wepaon from HL1, and tries to approach it in source engine.&#13;
My suggestions for this weapon to fit it's HL1 pattern (and to reduce the frustration on players ^^) :&#13;
&#13;
- less (vertical) push-back (its twice as strong as it should be)&#13;
- a smaller/narrower/lifted area-of-effect cone (shoting the ground below you mostly kills you)&#13;
- and maybe improved wall-gauss (nearly all walls seem to block the damage and not spread it as expected)&#13;
</description>
        <steps_to_reproduce>fully load the gauss, shot the flat groud below you -&gt; you should get no damage and fly just half of the high</steps_to_reproduce>
    </issue>
    <issue>
        <id>155</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="34">jerC</reporter>
        <priority id="20">low</priority>
        <severity id="40">tweak</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="5">Feature-Request</category>
        <date_submitted>1358088282</date_submitted>
        <last_updated>1359665906</last_updated>
        <eta id="10">none</eta>
        <view_state id="10">public</view_state>
        <summary>Add a console command to toggle bullet damage on npc_helicopter</summary>
        <due_date>1</due_date>
        <description>Even tought only RPGs and airboats guns are able to take them down, I always liked to shoot at these with an ar2 or various other weapons that do nothing against them. It would be cool if there was a console command that let's you damage the helicopter with basic weapons like the OICW, and developers could use it for their maps.</description>
    </issue>
    <issue>
        <id>154</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="17">Maestro Fenix</reporter>
        <priority id="20">low</priority>
        <severity id="10">feature</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="5">Feature-Request</category>
        <date_submitted>1354963912</date_submitted>
        <last_updated>1354971458</last_updated>
        <eta id="10">none</eta>
        <version>0.1.3.5</version>
        <view_state id="10">public</view_state>
        <summary>Implement an entity like logic_timescale or func_timescale</summary>
        <due_date>1</due_date>
        <description>https://developer.valvesoftware.com/wiki/Logic_timescale&#13;
&#13;
https://developer.valvesoftware.com/wiki/Func_timescale&#13;
&#13;
Those entities allows &quot;use&quot; host_timescale on maps without having sv_cheats enabled, and it blends between the states. &#13;
&#13;
It would be useful for have a &quot;dramatic&quot; scene for example.</description>
    </issue>
    <issue>
        <id>153</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="17">Maestro Fenix</reporter>
        <priority id="20">low</priority>
        <severity id="20">trivial</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="10">new</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="4">Bug-Report</category>
        <date_submitted>1353599607</date_submitted>
        <last_updated>1353599607</last_updated>
        <eta id="10">none</eta>
        <version>0.1.3.5</version>
        <view_state id="10">public</view_state>
        <summary>Switching graphical options makes a strange MOTD appear (&quot;Just for 15 euros&quot;)</summary>
        <due_date>1</due_date>
        <description>Alright, investigating, i discovered that this error only shows when you change a lot of graphical options (for example, enabling-disabling MSAA). &#13;
&#13;
First, the console says that the screen readjust to the following size (that doesn´t change, for example 1200x800-&gt;1200x800), the title (Obsidian Conflict) disappears, and this &quot;MOTD&quot; appears in game (if you select create a game instead of reboot the mod after changing your video options).&#13;
&#13;
The MOTD file is intact, and i don´t have any briefing file.&#13;
&#13;
I don´t know from where it reads this message, but i want to think that this doesn´t compromise the security of an account. Didn´t tested it yet on the SVN.</description>
        <steps_to_reproduce>Change your graphical options (enable MSAA for example).&#13;
&#13;
Instead of rebooting the mod, create a new game (notice that the title disappeared).&#13;
&#13;
Look the MOTD.</steps_to_reproduce>
    </issue>
    <issue>
        <id>152</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="17">Maestro Fenix</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">Bug-Report</category>
        <date_submitted>1352399804</date_submitted>
        <last_updated>1352474494</last_updated>
        <eta id="10">none</eta>
        <version>0.1.3.5</version>
        <view_state id="10">public</view_state>
        <summary>The keyvalues of func_breakable about making it explode doesn´t work</summary>
        <due_date>1</due_date>
        <description>The following keyvalues of func_breakable doesn´t work:&#13;
&#13;
Explosion Damage&#13;
Explosion Radius&#13;
Explode Magnitude&#13;
&#13;
Those are used for make an explosion after break the entity. Doesn´t matter what values, prop data, material or flags you use: it doesn´t work.</description>
        <steps_to_reproduce>Set those three keyvalues of the entity.&#13;
&#13;
In game, break them.</steps_to_reproduce>
    </issue>
    <issue>
        <id>151</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="17">Maestro Fenix</reporter>
        <priority id="20">low</priority>
        <severity id="10">feature</severity>
        <reproducibility id="100">N/A</reproducibility>
        <status id="10">new</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="5">Feature-Request</category>
        <date_submitted>1350820108</date_submitted>
        <last_updated>1350906930</last_updated>
        <eta id="10">none</eta>
        <version>0.1.3.5</version>
        <view_state id="10">public</view_state>
        <summary>Improve npc_stalker to run and have melee attacks (like in the HL2 leak)</summary>
        <due_date>1</due_date>
        <description>Making the npc_stalker run and being able to attack at close range (melee), apart of making the npc an useful enemy, it would help making in a future mapadds of Missing Information.</description>
    </issue>
    <issue>
        <id>75</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="63">Fighter</reporter>
        <priority id="20">low</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="5">Feature-Request</category>
        <date_submitted>1307214940</date_submitted>
        <last_updated>1350906768</last_updated>
        <eta id="10">none</eta>
        <version>0.1.3.5</version>
        <view_state id="10">public</view_state>
        <summary>Laser Pointer option for Custom Weapon</summary>
        <due_date>1</due_date>
        <description>Just add laser pointer option in custom weapon file. Ok, maybe not 'just', beacuse you have to do some things in source code. It's nothing important to add, but it will be very usefull in my thirdperson map and for somebody else.</description>
    </issue>
    <issue>
        <id>104</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="81">Braindawg</reporter>
        <priority id="40">high</priority>
        <severity id="70">crash</severity>
        <reproducibility id="30">sometimes</reproducibility>
        <status id="10">new</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="4">Bug-Report</category>
        <date_submitted>1324350606</date_submitted>
        <last_updated>1350878186</last_updated>
        <eta id="10">none</eta>
        <view_state id="10">public</view_state>
        <summary>z_harrier2_f material crashing issue</summary>
        <due_date>1</due_date>
        <description>So recently we were so bored that we didn't know what to pick, so we picked z_harrier2_f.  And I realized, every time something uses a red glow texture and an explosion effect collides with it, your game crashes.  I have seen up to maybe, a 50% chance of this happening. </description>
        <steps_to_reproduce>Kill the red spinny things that open up/ shoot at the red laser beam source (where the beam emits from).  with an RPG. </steps_to_reproduce>
        <additional_information>Apparently, I have seen people have a higher chance of crashing with ATI graphics cards.  But it happens with Nvidia's sometimes also.</additional_information>
    </issue>
    <issue>
        <id>90</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="70">Davidos</reporter>
        <priority id="20">low</priority>
        <severity id="20">trivial</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="10">new</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="4">Bug-Report</category>
        <date_submitted>1311866345</date_submitted>
        <last_updated>1350848809</last_updated>
        <eta id="10">none</eta>
        <version>0.1.3.5</version>
        <view_state id="10">public</view_state>
        <summary>[Annoyance] Birds (Pidgeons oc_harvest) don't really die that easily.</summary>
        <due_date>1</due_date>
        <description>The birds in OC_Harvest only die when shot directly in the head or body. Seeing you are more likely to hit the wings, they don't receive any damage, unless shot directly infront or behind when in flight.</description>
        <steps_to_reproduce>Try to shoot a bird with something else than a shotgun-type weapon (357 or pistol)&#13;
Most of the times, the hits wont inflict damage.</steps_to_reproduce>
        <additional_information>Just a minor annoyance.</additional_information>
    </issue>
    <issue>
        <id>87</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="70">Davidos</reporter>
        <priority id="30">normal</priority>
        <severity id="70">crash</severity>
        <reproducibility id="30">sometimes</reproducibility>
        <status id="10">new</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="4">Bug-Report</category>
        <date_submitted>1311786985</date_submitted>
        <last_updated>1350848493</last_updated>
        <eta id="10">none</eta>
        <version>0.1.3.5</version>
        <view_state id="10">public</view_state>
        <summary>OC_Harvest randomly crashes when players leave</summary>
        <due_date>1</due_date>
        <description>Every once in a while, when the server has been up for +/- 60 minutes or longer, when someone leaves, the game crashes. It will not display an error log of any kind, just that HL2 has encountered problems.</description>
        <steps_to_reproduce>1. Start a server.&#13;
2. Get someone else to join.&#13;
3. Wait 1 or more hours.&#13;
4. Let person 2 disconnect.</steps_to_reproduce>
        <additional_information>If it does not crash, I don't know why it does, but it happened twice in a row now.</additional_information>
    </issue>
    <issue>
        <id>71</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="40">Xaymar</reporter>
        <priority id="10">none</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="1">General</category>
        <date_submitted>1302647371</date_submitted>
        <last_updated>1350847970</last_updated>
        <eta id="10">none</eta>
        <os>Windows Server</os>
        <os_build>2008</os_build>
        <platform>PC</platform>
        <version>0.1.3.5</version>
        <build>?</build>
        <view_state id="10">public</view_state>
        <summary>When changing map to ep*_oc_broken_escape_* a crash happens with unknown cause.</summary>
        <due_date>1</due_date>
        <description>It's never happened before to me, but all of a sudden it crashes on all of them.&#13;
mdmp is located at: http://levelnull.de/files/ep2_oc_broken_escape_02a.mdmp&#13;
&#13;
Requesting to know what caused the crash so I can fix it, if it's a serverside configuration issue.</description>
    </issue>
    <issue>
        <id>142</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="4">W0rf0x</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">Bug-Report</category>
        <date_submitted>1349548611</date_submitted>
        <last_updated>1350846390</last_updated>
        <eta id="10">none</eta>
        <version>SVN</version>
        <target_version>SVN</target_version>
        <view_state id="10">public</view_state>
        <summary>Metrocops not using func_tank properly</summary>
        <due_date>1</due_date>
        <description>Metrocops do not use func_tank turrets properly, they do not stay on the turret nor will they respond to &quot;FindNPCToManTank&quot; inputs on the func_tank.&#13;
&#13;
This is how it should look:&#13;
http://cloud-2.steampowered.com/ugc/594731762996337102/BC984E754A37C298587FF0299B338A7CDA8F3F45/&#13;
&#13;
This is how it looks in OC, the red metrocop should be on the turret instead.&#13;
http://w0rf0x.obsidianconflict.net/screens/2012-10-06_00006.jpg</description>
        <steps_to_reproduce>load d1_canals_01a, turn on notarget and noclip to the elevated position with the metrocops and the turret, notice how they're both just wandering around. use ent_fire turret_2 FindNPCToManTank &quot;room3_cop&quot; to try and force the metrocop back on, he will not, unlike in HL2.</steps_to_reproduce>
    </issue>
    <issue>
        <id>150</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="17">Maestro Fenix</reporter>
        <priority id="30">normal</priority>
        <severity id="40">tweak</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="30">acknowledged</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="4">Bug-Report</category>
        <date_submitted>1350819657</date_submitted>
        <last_updated>1350842077</last_updated>
        <eta id="10">none</eta>
        <version>0.1.3.5</version>
        <target_version>SVN</target_version>
        <view_state id="10">public</view_state>
        <summary>Gargantua is quite vulnerable to physic attacks</summary>
        <due_date>1</due_date>
        <description>*I thought the DEVs knew of this, but looks like not, or just they ignore it*&#13;
&#13;
The Gargantua is quite vulnerable to physic attacks or from little enemies like the manhacks.&#13;
&#13;
Looking the hitboxes and the behaviour of the npc, it has a weak point: The upper part.&#13;
&#13;
If you drop/throw an object (with the weight of a monitor or a chair), or an attack of a npc like the manhack reach this part of his body, it will reach the &quot;core&quot; of the npc (you will see it as penetrating inside the model), making a one-hit kill.&#13;
&#13;
I suggest studing the model to check if the problem is on their hitboxes, or in the code.</description>
        <steps_to_reproduce>Option 1:&#13;
&#13;
Pick a medium physic model like a computer monitor or a chair (can be done with or without the gravity gun).&#13;
&#13;
Throw/drop it above the Gargantua.&#13;
&#13;
&#13;
Option 2:&#13;
&#13;
Spawn some manhacks and watch how one gets inside of the Gargantua, killing him (sometimes, it makes their way through their back, maybe there is a 2nd weak point). You can watch this playing oc_kake and waiting until there is a fight of a Gargantua Vs Manhack.</steps_to_reproduce>
    </issue>
    <issue>
        <id>149</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="92">the jjb</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="4">Bug-Report</category>
        <date_submitted>1350785696</date_submitted>
        <last_updated>1350841984</last_updated>
        <eta id="40">&lt; 1 week</eta>
        <version>0.1.3.5</version>
        <target_version>SVN</target_version>
        <view_state id="10">public</view_state>
        <summary>Not being able to exit vehicles after entering them</summary>
        <due_date>1</due_date>
        <description>Whenever I enter a vehicle on Oc_diving, I cannot leave it unless I reconnect to the server which is irritating to me. Killing myself makes the vehicle I was driving follow my every movement until I disconnect. This also happens with the controls for the holder on ep2_OC_broken_escape as well. From what I've seen this only happens to custom vehicles as I can enter and exit the buggy with no problems.</description>
    </issue>
    <issue>
        <id>6</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="12">psyche</reporter>
        <handler id="1">neico</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="50">minor fix</projection>
        <category id="4">Bug-Report</category>
        <date_submitted>1275347028</date_submitted>
        <last_updated>1350821659</last_updated>
        <eta id="10">none</eta>
        <version>0.1.3.5</version>
        <fixed_in_version>0.1.3.6</fixed_in_version>
        <target_version>0.1.3.6</target_version>
        <view_state id="10">public</view_state>
        <summary>Assassin AI is buggy</summary>
        <due_date>1</due_date>
        <description>The Assasin AI is really buggy, for example on cardwar the assassin in virtually useless cause all it does is get stuck while jumping or sliding.</description>
    </issue>
    <issue>
        <id>147</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="4">W0rf0x</reporter>
        <handler id="1">neico</handler>
        <priority id="40">high</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">Bug-Report</category>
        <date_submitted>1349820586</date_submitted>
        <last_updated>1350523237</last_updated>
        <eta id="10">none</eta>
        <version>SVN</version>
        <fixed_in_version>0.1.3.6</fixed_in_version>
        <target_version>0.1.3.6</target_version>
        <view_state id="10">public</view_state>
        <summary>Revisiting maps through transitions breaks npc_makers</summary>
        <due_date>1</due_date>
        <description>Revisiting a map you've been on before (like d1_town_02) will break the npc_maker on that map, the console will spit out various errors like &quot;npc_maker roofzombie_maker4 has no specified NPC-to-spawn classname.&quot;&#13;
&#13;
I also noticed that i could not remove specific trigger_changelevels on the 2nd visit because the console would just tell me that it's trying to delete an invalid origin.&#13;
I could work around it by deleting all trigger_changelevels via classname and recreating the trigger i still needed, so this isn't too important.</description>
        <steps_to_reproduce>Start d1_town_02 and play it normally until you visit the map the 2nd time. (d1_town_02 &gt; d1_town_03 &gt; d1_town_02)</steps_to_reproduce>
    </issue>
    <issue>
        <id>143</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="4">W0rf0x</reporter>
        <handler id="1">neico</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">Bug-Report</category>
        <date_submitted>1349549537</date_submitted>
        <last_updated>1350406028</last_updated>
        <eta id="10">none</eta>
        <version>SVN</version>
        <fixed_in_version>0.1.3.6</fixed_in_version>
        <target_version>0.1.3.6</target_version>
        <view_state id="10">public</view_state>
        <summary>APC-fired rockets do not seem to have an owner</summary>
        <due_date>1</due_date>
        <description>Rockets fired by an APC do not seem to have an owner, this can be seen on d1_canals_01a when the APC fires rockets on the turret.&#13;
The turret's npc_bullseye does not take damage because the rockets do not pass the filter which is set to the APC's name, i even tried to set it to the APC driver's name and no luck.&#13;
This is functional in vanilla HL2.</description>
        <steps_to_reproduce>load d1_canals_01a, mount the turret and mow down some metrocops until the APC appears, its rockets will not do any dammage to the turret like they should. Type ent_fire apc_1_turret_bullseye_1 setdamagefilter &quot;nil&quot; and it will take damage, it should destroy the turret in about 3 hits.</steps_to_reproduce>
    </issue>
    <issue>
        <id>133</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="17">Maestro Fenix</reporter>
        <handler id="1">neico</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="50">minor fix</projection>
        <category id="4">Bug-Report</category>
        <date_submitted>1336326295</date_submitted>
        <last_updated>1350068909</last_updated>
        <eta id="20">&lt; 1 day</eta>
        <version>0.1.3.5</version>
        <fixed_in_version>0.1.3.6</fixed_in_version>
        <target_version>0.1.3.6</target_version>
        <view_state id="10">public</view_state>
        <summary>&quot;Show health on HUD&quot; func_breakable flag doesnt work</summary>
        <due_date>1</due_date>
        <description>If you check &quot;Show health on HUD (like a NPC)&quot; flag in a func_breakable, it will not display later in-game.</description>
    </issue>
    <issue>
        <id>148</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="4">W0rf0x</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="5">Feature-Request</category>
        <date_submitted>1349822853</date_submitted>
        <last_updated>1349833175</last_updated>
        <eta id="10">none</eta>
        <version>SVN</version>
        <target_version>SVN</target_version>
        <view_state id="10">public</view_state>
        <summary>player_loadsaved should actually reload the current map</summary>
        <due_date>1</due_date>
        <description>the player_loadsaved entity should actually reload the current map when receiving the &quot;reload&quot; input instead of doing nothing like it does now.</description>
    </issue>
    <issue>
        <id>146</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="4">W0rf0x</reporter>
        <priority id="30">normal</priority>
        <severity id="10">feature</severity>
        <reproducibility id="100">N/A</reproducibility>
        <status id="10">new</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="5">Feature-Request</category>
        <date_submitted>1349576555</date_submitted>
        <last_updated>1349576555</last_updated>
        <eta id="10">none</eta>
        <target_version>SVN</target_version>
        <view_state id="10">public</view_state>
        <summary>mp_ammostay to prevent players from picking up ammo for weapons they do not have</summary>
        <due_date>1</due_date>
        <description>mp_ammostay 0 (default) allows players to pick up whatever ammo they please, even if they don't have the weapon. mp_ammostay 1 would allow players to only pick up ammo for weapons the own, leaving the other ammo for players who actually need it.</description>
    </issue>
    <issue>
        <id>145</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="4">W0rf0x</reporter>
        <priority id="30">normal</priority>
        <severity id="10">feature</severity>
        <reproducibility id="100">N/A</reproducibility>
        <status id="10">new</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="5">Feature-Request</category>
        <date_submitted>1349575729</date_submitted>
        <last_updated>1349575729</last_updated>
        <eta id="10">none</eta>
        <target_version>SVN</target_version>
        <view_state id="10">public</view_state>
        <summary>mp_weaponpickup to allow weapons/items/ammo to only be picked up with +use</summary>
        <due_date>1</due_date>
        <description>Currently, getting close enough to weapons, items or ammo will automatically pick them up, which is bad when for example there's a table full of different weapons and items but you only want to pick up a specific one to leave the rest for other players. You will end up with everything on the table in your inventory so you have to drop everything you didn't want via the drop weapons key and drop ammo panel.&#13;
Not to mention the problem with players who just don't give a damn about the weapons they just accidentally picked up and end up just keeping them.&#13;
&#13;
mp_weaponpickup 1 would be the default mode we currently have, mp_weaponpickup 2 would allow weapons/items/ammo to only be picked up via the +use key to prevent exactly what is described above.</description>
    </issue>
    <issue>
        <id>144</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="4">W0rf0x</reporter>
        <priority id="30">normal</priority>
        <severity id="10">feature</severity>
        <reproducibility id="100">N/A</reproducibility>
        <status id="10">new</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="5">Feature-Request</category>
        <date_submitted>1349575060</date_submitted>
        <last_updated>1349575060</last_updated>
        <eta id="10">none</eta>
        <target_version>SVN</target_version>
        <view_state id="10">public</view_state>
        <summary>mp_weaponstay 2 mode</summary>
        <due_date>1</due_date>
        <description>currently, mp_weaponstay works like this: on 0, players can pick up dropped weapons (From NPCs or players) for ammo, which will remove the weapon, and i think will automatically remove them after a while as well if they're not picked up.&#13;
&#13;
On 1, Weapons stay forever (if i remember this correctly) And players can only pick up the weapon but no ammo from it, so if they already have the weapon but no more ammo, they have to drop it to pick one up from the ground to get a new one with let's say 20 rounds and repeat so every time.&#13;
&#13;
On 2, Weapons would stay, but players could take the ammo from them without the actual weapon just vanishing, allowing players who don't have the weapon yet to pick at least the empty weapon up, giving them a greater fighting chance since ammo is usually more commonly placed in maps than weapons. (This would be especially useful in the early campaign maps.)</description>
    </issue>
    <issue>
        <id>138</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="17">Maestro Fenix</reporter>
        <handler id="13">TESLA-X4</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="50">minor fix</projection>
        <category id="4">Bug-Report</category>
        <date_submitted>1344535862</date_submitted>
        <last_updated>1349540512</last_updated>
        <eta id="20">&lt; 1 day</eta>
        <version>0.1.3.5</version>
        <fixed_in_version>0.1.3.6</fixed_in_version>
        <target_version>0.1.3.6</target_version>
        <view_state id="10">public</view_state>
        <summary>mp_weaponstay 1 prevents picking up additional grenade type weapons for ammunition</summary>
        <due_date>1</due_date>
        <description>If you put mp_weaponstay 1, you only will able to pick only ONE grenade/SLAM or manhack, when is supposed to pick more of one (you need pick another as a ammo, not unlike the other weapons).&#13;
&#13;
The ideal fix would be make that the command would ignore those weapons.</description>
        <steps_to_reproduce>Set mp_weaponstay at 1&#13;
Try to pick up more of one grenade/SLAM/manhack</steps_to_reproduce>
    </issue>
    <issue>
        <id>140</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="17">Maestro Fenix</reporter>
        <handler id="13">TESLA-X4</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="50">minor fix</projection>
        <category id="4">Bug-Report</category>
        <date_submitted>1347980680</date_submitted>
        <last_updated>1349540494</last_updated>
        <eta id="20">&lt; 1 day</eta>
        <version>0.1.3.5</version>
        <fixed_in_version>0.1.3.6</fixed_in_version>
        <target_version>0.1.3.6</target_version>
        <view_state id="10">public</view_state>
        <summary>mp_weaponstay 1 prevents multiple scripted weapon pickups</summary>
        <due_date>1</due_date>
        <description>If you run a server with mp_weaponstay 1, and the map has two or more custom weapon (which uses the weapon_scripted entity in Hammer), the mod only will allow pick one, becase the mod thinks that the other weapon is the same that you have.</description>
        <steps_to_reproduce>Set mp_weaponstay 1 in your server.&#13;
&#13;
Play a map which has two or more custom weapons (oc_stitches_2 for an example).&#13;
&#13;
Try pick all those weapons.</steps_to_reproduce>
    </issue>
    <issue>
        <id>52</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="4">W0rf0x</reporter>
        <handler id="1">neico</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>
        <date_submitted>1293125766</date_submitted>
        <last_updated>1349175427</last_updated>
        <eta id="10">none</eta>
        <version>0.1.3.5</version>
        <target_version>0.1.3.6</target_version>
        <view_state id="10">public</view_state>
        <summary>Viewmodel fire animations not playing properly</summary>
        <due_date>1</due_date>
        <description>Usually when spawning the first time on a server/map, weapon's fire (or &quot;kickback&quot;) animations don't play properly after first shot when firing multiple shots in a row.&#13;
&#13;
Instead of the usual &quot;back-snapping&quot; each shot, the animations kinda try to &quot;blend&quot; together smoothly which will look very bad as if the weapon had no fire animation at all, especially in the case of automatic weapons, but even the crowbar can be affected by this.&#13;
&#13;
It will fix itself by dropping all weapons and picking them up again, or (i think, not too sure) by dying and respawning.</description>
        <steps_to_reproduce>I haven't looked deeper into it yet, all i know is that it tends to happen when joining a server and spawning for the first time, same for first spawn after mapchange.&#13;
&#13;
starship troopers seems to be a good map to replicate this since it happens there pretty much always if i remember right.</steps_to_reproduce>
    </issue>
    <issue>
        <id>109</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="42">dominichax</reporter>
        <handler id="13">TESLA-X4</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="50">minor fix</projection>
        <category id="4">Bug-Report</category>
        <date_submitted>1327548131</date_submitted>
        <last_updated>1349161438</last_updated>
        <eta id="20">&lt; 1 day</eta>
        <os>Windows 7</os>
        <version>0.1.3.5</version>
        <fixed_in_version>0.1.3.6</fixed_in_version>
        <target_version>0.1.3.6</target_version>
        <view_state id="10">public</view_state>
        <summary>S.L.A.M. exploit that may be used to grief other players</summary>
        <due_date>1</due_date>
        <description>There are two possible ways that this might be triggered,&#13;
&#13;
1: A regular friendly Slam is on the wall, you throw your slam and the slam touches a friendly slam's laser which can explode your team mate.&#13;
&#13;
or &#13;
&#13;
2: Your team mate plants a slam, and right as the slam turns on your thrown slam touches the laser and explodes. I'm not sure if both work or just one works I haven't actually thoroughly tested this. </description>
        <steps_to_reproduce>Throw a slam in front of a friendly laser&#13;
&#13;
or Throw a slam just as a friendly slam's laser turns on.</steps_to_reproduce>
        <additional_information>I'm not sure if this occurs ONLY while the person has planted it and just before it enables my slam goes in front of the laser just as it turns on.</additional_information>
    </issue>
    <issue>
        <id>41</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="4">W0rf0x</reporter>
        <handler id="13">TESLA-X4</handler>
        <priority id="30">normal</priority>
        <severity id="10">feature</severity>
        <reproducibility id="100">N/A</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="50">minor fix</projection>
        <category id="5">Feature-Request</category>
        <date_submitted>1285528750</date_submitted>
        <last_updated>1349159825</last_updated>
        <eta id="30">2-3 days</eta>
        <fixed_in_version>0.1.3.6</fixed_in_version>
        <target_version>0.1.3.6</target_version>
        <view_state id="10">public</view_state>
        <summary>Players should drop backpacks upon death</summary>
        <due_date>1</due_date>
        <description>Well we got the finished code from Skidz and a Model, everything we needed, we should make use of it and finally get rid of the horrid hl2 dm weapon dropping which does not suit co-op at all.&#13;
Link to the thread again: http://obsidianconflict.net/forums/viewtopic.php?t=3395</description>
    </issue>
    <issue>
        <id>20</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="13">TESLA-X4</reporter>
        <handler id="13">TESLA-X4</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="50">minor fix</projection>
        <category id="4">Bug-Report</category>
        <date_submitted>1276056572</date_submitted>
        <last_updated>1348824762</last_updated>
        <eta id="10">none</eta>
        <version>0.1.3.5</version>
        <fixed_in_version>0.1.3.6</fixed_in_version>
        <target_version>0.1.3.6</target_version>
        <view_state id="10">public</view_state>
        <summary>Inability to unscope during scripted weapon reload</summary>
        <due_date>1</due_date>
        <description>Hello, I noticed that when reloading a scripted weapon while scoped, it becomes impossible to unscope until the reload sequence completes. This happens on both listen and dedicated servers.</description>
        <steps_to_reproduce>1) Start a server and give yourself a custom weapon with the scope capability (e.g. the OICW, or any of the CS:S sniper rifles).&#13;
2) Fire a couple of shots, zoom in and reload, attempting to unscope while the weapon is reloading.</steps_to_reproduce>
    </issue>
    <issue>
        <id>136</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="17">Maestro Fenix</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">Bug-Report</category>
        <date_submitted>1341328445</date_submitted>
        <last_updated>1348088981</last_updated>
        <eta id="10">none</eta>
        <version>0.1.3.5</version>
        <view_state id="10">public</view_state>
        <summary>ai_relationship doesnt stop players killing friendly npc_hgrunt</summary>
        <due_date>1</due_date>
        <description>All the normal parameters are enabled (like, is reciprocal and is active), both target and subject are valid. Both are inside the radius of effect and a strong priority (tested from 1 to 9999).&#13;
&#13;
If you put a npc_hgrunt as a friendly, you will be able to harm and kill him, also, even if they have a large health, they will continue dying by one headshot. Other times it will bug and will not die from them (until they have a little amount of health).&#13;
&#13;
I´m not sure, but maybe the npc_combine_s could have the same bug.</description>
        <steps_to_reproduce>Set an ai_relationship to make the npc_hgrunt like the player and reverse.&#13;
&#13;
Shoot the soldier.</steps_to_reproduce>
    </issue>
    <issue>
        <id>62</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="17">Maestro Fenix</reporter>
        <priority id="30">normal</priority>
        <severity id="10">feature</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="50">assigned</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="5">Feature-Request</category>
        <date_submitted>1299527247</date_submitted>
        <last_updated>1346249499</last_updated>
        <eta id="10">none</eta>
        <version>0.1.3.5</version>
        <target_version>0.1.3.6</target_version>
        <view_state id="10">public</view_state>
        <summary>Add/fix/improve custom weapon scripts to add more types of weapons and effects.</summary>
        <due_date>1</due_date>
        <description>At the moment, only works as a custom weapon the following weapon-based scripts: &#13;
&#13;
As a primary ammo: bullet/burst/shotgun and &quot;grenades&quot;(work partially).&#13;
&#13;
The rest of &quot;default&quot; weapons doesn´t work: Autoshotgun/laser and warp.&#13;
&#13;
As a secondary ammo, only works: bullet/burst/scope and launch nade (you need create a custom ammo in order to work, i have the necesary values to get work it). Shotgun/autoshotgun/laser and warp not.&#13;
&#13;
The first request is fix all these bugs.&#13;
&#13;
&#13;
The second request is add the posibility of make custom weapons based in melee weapons (crowbar), in the RPG, crossbow, medikit and the rest of &quot;weapons&quot;. &#13;
&#13;
The main problem is that in order to get work a custom weapon, &quot;must&quot; have &quot;advanced  options&quot;. These &quot;weapons&quot; dont have it, because are defined directly in the code (if i remember it right). Without these advanced options, the weapons don´t work (in the case of try making a RPG, it doesn´t launch a missile and don´t have animations, but it does damage).&#13;
&#13;
Apart of add the values to can make it, if is possible, in the case of make a custom grenade weapon, add a third rute to define the custom &quot;item_grenade&quot; model (w_grenade is not the model that we launch, its the model that we have in 3rd person and when you pick it from &quot;the world&quot;). &#13;
&#13;
And add the posibility of use the &quot;double barrel shoot&quot; of the shotgun (secondary fire).&#13;
&#13;
&#13;
Finally, fix the readme and the wiki that explains how to create a custom scripted weapon, that is in scripts/customweapons. I have an &quot;updated&quot; version of the readme (uploaded in this post).&#13;
&#13;
An example:&#13;
&#13;
In the readme:&#13;
&#13;
// **Primary Attack**&#13;
&#13;
// 0 = none, 1 = Basic Bullet, 2 = Burst, 3 = shotgun, 4 = autoshotgun, 5 = laser, 6 = warp 9 = NadeType&#13;
&quot;FireType1&quot;	&quot;1&quot;&#13;
&#13;
In OC wiki (http://wiki.obsidianconflict.net/?title=Scripted_Weapons):&#13;
&#13;
    * Primary Attack &#13;
&#13;
0 = none, 1 = Basic Bullet, 2 = Burst, 3 = shotgun, 4 = autoshotgun, 5 = laser, 6 = warp&#13;
&#13;
&quot;FireType1&quot; &quot;1&quot; &#13;
&#13;
Also, i found that the rail/beam/line &amp; whiz tracers values that are available to select it when you create a custom ammo doesnt work.&#13;
&#13;
And i think that is all.&#13;
</description>
        <steps_to_reproduce>Simplely try creating a custom weapon with these values. You will see that doesn´t work.</steps_to_reproduce>
        <additional_information>Correct values to make a functional grenade launcher like the SMG (NOTE: IT HAS A BUG THAT I´M TRYING TO FIX. IF YOU USE THE TWO GRENADES, THROW AWAY THE WEAPON (HAVING THE SECONDARY AMMO EMPTY), AND YOU PICK IT AGAIN, IT WILL HAVE AGAIN TWO GRENADES. WITH THIS BUG YOU CAN USE AN INFINITE GRENADE LAUNCHER):&#13;
&#13;
&quot;custom_nameoftheweapon&quot;:&#13;
&#13;
&quot;clip2_size&quot;			&quot;-1&quot;&#13;
&quot;default_clip2&quot;			&quot;2&quot;&#13;
&quot;secondary_ammo&quot;		&quot;nameoftheammo&quot;&#13;
&#13;
// **Secondary Attack**&#13;
&#13;
		// 0 = none, 1 = Basic Bullet, 2 = Burst, 3 = shotgun, 4 = autoshotgun, 5 = laser, 6 = warp, 8 = scope 8 = Launch Nade&#13;
		&quot;FireType2&quot;	&quot;8&quot;&#13;
&#13;
	&#13;
		// Rate of Weapons Fire ( Not for laser or warp )&#13;
		&quot;FireRate2&quot;	&quot;1&quot;&#13;
&#13;
		// Allow a refire as fast as the player can click, Basic Bullet Only.&#13;
		&quot;FastFire2&quot;	&quot;0&quot;&#13;
&#13;
		// Allow Fire Underwater?&#13;
		&quot;FireUnderWater2&quot;	&quot;1&quot;&#13;
&#13;
		// How many bullets in a burst. ( For Burst Weapon Only! )&#13;
		&quot;BurstAmount2&quot;	&quot;4&quot;&#13;
		&quot;BetweenBurstTime2&quot;	&quot;0.1&quot;&#13;
&#13;
		// Secondary Fire uses Secondary Ammo Type. If 0, will use primary ammo.&#13;
		&quot;SecondaryAmmoUsed&quot;	&quot;0&quot;&#13;
&#13;
&#13;
&quot;custom ammo&quot; (remember, must be in cfg/nameofyourmap_modify to work):&#13;
&#13;
CustomAmmo&#13;
	{&#13;
		&quot;nameoftheammo&quot;&#13;
		{&#13;
			&quot;dmgtype&quot;		&quot;6&quot;&#13;
			&quot;tracer&quot;		&quot;2&quot;&#13;
			&quot;plrdmg&quot;		&quot;200&quot;	//Damage done by players using this ammo.&#13;
			&quot;npcdmg&quot;		&quot;200&quot;	//Damage done by NPCs using this ammo.&#13;
			&quot;maxcarry&quot;		&quot;3&quot;&#13;
			&quot;grains&quot;		&quot;200&quot;	// 1 grain = 64.79891 milligrams&#13;
			&quot;ftpersec&quot;		&quot;1225&quot;&#13;
		}&#13;
		&#13;
	}&#13;
}&#13;
&#13;
&#13;
</additional_information>
    </issue>
    <issue>
        <id>69</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="58">Keychain</reporter>
        <priority id="30">normal</priority>
        <severity id="10">feature</severity>
        <reproducibility id="70">have not tried</reproducibility>
        <status id="50">assigned</status>
        <resolution id="80">suspended</resolution>
        <projection id="10">none</projection>
        <category id="5">Feature-Request</category>
        <date_submitted>1300490186</date_submitted>
        <last_updated>1345675298</last_updated>
        <eta id="10">none</eta>
        <version>0.1.3.5</version>
        <target_version>0.1.3.6</target_version>
        <view_state id="10">public</view_state>
        <summary>NPC that attaches itself to players</summary>
        <due_date>1</due_date>
        <description>An NPC that attaches itself to players, slowing them down, while also draining their health points. &#13;
&#13;
Travel speed would be the same as a fast zombie. &#13;
&#13;
Also, give it the ability to jump high into the air when it reaches specified entities. While in the air, have it still head towards its target, even in flight. If it lands on top of the target's hitbox, have it attach itself to it. If its foe lands on top of its hitbox instead, it will pause/flinch for a moment, than attach itself to it. &#13;
&#13;
Possibly have it act this way towards enemy NPC's as well. </description>
        <additional_information>drain rate &amp; jump-to-air entity are keyvalues&#13;
npc name is npc_leecher&#13;
keyvalue for if the enemy can remove it, and or the enemies teammates&#13;
if enemy can't remove it, set enemy's anim state to no weapons and prevent attacks</additional_information>
    </issue>
    <issue>
        <id>58</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="50">dedo</reporter>
        <handler id="69">z33ky</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="50">minor fix</projection>
        <category id="4">Bug-Report</category>
        <date_submitted>1297974887</date_submitted>
        <last_updated>1345420165</last_updated>
        <eta id="10">none</eta>
        <os>Windows</os>
        <os_build>XP/7</os_build>
        <platform>PC</platform>
        <version>0.1.3.5</version>
        <fixed_in_version>0.1.3.6</fixed_in_version>
        <target_version>0.1.3.6</target_version>
        <view_state id="10">public</view_state>
        <summary>ar2 altfire + npc_vortigaunt don't fire output OnDeath</summary>
        <due_date>1</due_date>
        <profile_id>3</profile_id>
        <description>if you try kill npc_vortigaunt with ar2 altfire then don't fire output OnDeath and don't add points to your score</description>
    </issue>
    <issue>
        <id>126</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="4">W0rf0x</reporter>
        <handler id="13">TESLA-X4</handler>
        <priority id="30">normal</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="5">Feature-Request</category>
        <date_submitted>1335059642</date_submitted>
        <last_updated>1344985029</last_updated>
        <eta id="10">none</eta>
        <version>SVN</version>
        <fixed_in_version>0.1.3.6</fixed_in_version>
        <target_version>0.1.3.6</target_version>
        <view_state id="10">public</view_state>
        <summary>Point_vehiclespawn options to let player-spawned vehicles spawn with specified keyvalues</summary>
        <due_date>1</due_date>
        <description>For example so player-spawned airboats always spawn with the gun enabled (by letting them spawn with the &quot;EnableGun 1&quot; keyvalue). So we don't have to resort to weird ways like using timers to globally send the new keyvalues to all vehicles every few seconds which causes a few problems.</description>
    </issue>
    <issue>
        <id>12</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="12">psyche</reporter>
        <handler id="4">W0rf0x</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">Bug-Report</category>
        <date_submitted>1275431385</date_submitted>
        <last_updated>1344984668</last_updated>
        <eta id="10">none</eta>
        <version>0.1.3.5</version>
        <fixed_in_version>0.1.3.6</fixed_in_version>
        <target_version>0.1.3.6</target_version>
        <view_state id="10">public</view_state>
        <summary>OICW has an ironsight</summary>
        <due_date>1</due_date>
        <description>The OICW has an ironsight, which is completely uselss with the giant ass scope in the way, you can also zoom in with it so there is no point to it. Maybe making scoped weapons like the sniper rifle and OICW can be switched to scope with the ironsight button and secondary fire?</description>
    </issue>
    <issue>
        <id>18</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="22">gtaiiilc</reporter>
        <handler id="4">W0rf0x</handler>
        <priority id="10">none</priority>
        <severity id="20">trivial</severity>
        <reproducibility id="100">N/A</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <category id="1">General</category>
        <date_submitted>1275614090</date_submitted>
        <last_updated>1344984632</last_updated>
        <eta id="10">none</eta>
        <version>0.1.3.5</version>
        <target_version>0.1.3.6</target_version>
        <view_state id="10">public</view_state>
        <summary>VTFs that weren't removed</summary>
        <due_date>1</due_date>
        <description>The mod still contains Romka™'s pre-release Combine soldier skin. It was stated on the forums that it had been removed.</description>
    </issue>
    <issue>
        <id>129</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="4">W0rf0x</reporter>
        <priority id="30">normal</priority>
        <severity id="10">feature</severity>
        <reproducibility id="100">N/A</reproducibility>
        <status id="10">new</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="5">Feature-Request</category>
        <date_submitted>1335215619</date_submitted>
        <last_updated>1344979492</last_updated>
        <eta id="10">none</eta>
        <version>SVN</version>
        <target_version>0.1.3.6</target_version>
        <view_state id="10">public</view_state>
        <summary>Option to prevent npc_helicopter from colliding with other helicopters</summary>
        <due_date>1</due_date>
        <description>To prevent them from getting stuck, should their paths ever cross, an issue I'm getting on my canals_13 mapadd.&#13;
&#13;
I tried using logic_collision_pair but it doesn't seem to work with NPCs.</description>
    </issue>
    <issue>
        <id>139</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="90">Ereunity</reporter>
        <priority id="10">none</priority>
        <severity id="20">trivial</severity>
        <reproducibility id="100">N/A</reproducibility>
        <status id="10">new</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="5">Feature-Request</category>
        <date_submitted>1344977560</date_submitted>
        <last_updated>1344977820</last_updated>
        <eta id="10">none</eta>
        <os>Windows XP</os>
        <os_build>Service Pack 3</os_build>
        <platform>PC</platform>
        <version>0.1.3.5</version>
        <view_state id="10">public</view_state>
        <summary>New entity request/idea: Ai_healthmanager</summary>
        <due_date>1</due_date>
        <description>The idea for this is pretty simple, I'm unsure how hard it would be able to implement though.&#13;
&#13;
I think of it as being similar to an ai_relationship. Basically it will compare two NPC's and keep their health matched. Imagine having a horde of zombies with a large amount of hp each, but hitting one applies the damage amount to all of them? Or having two bosses with shared health?&#13;
&#13;
This could be great for maps with phases and lives mode, as each phase could end when the boss reaches a certain percentage, that health is carried over to a different boss in the next phase with different gameplay and such.&#13;
&#13;
&#13;
Possible structure:&#13;
Name&#13;
Subject(s)&#13;
Target(s)&#13;
Start Active Yes/No&#13;
Reciprocal Yes/No&#13;
&#13;
&#13;
</description>
    </issue>
    <issue>
        <id>135</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="89">Warnink</reporter>
        <handler id="13">TESLA-X4</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="50">minor fix</projection>
        <category id="4">Bug-Report</category>
        <date_submitted>1341253126</date_submitted>
        <last_updated>1344086715</last_updated>
        <eta id="20">&lt; 1 day</eta>
        <version>0.1.3.5</version>
        <fixed_in_version>0.1.3.6</fixed_in_version>
        <target_version>0.1.3.6</target_version>
        <view_state id="10">public</view_state>
        <summary>Checkered texture in motd panel scrollbar.</summary>
        <due_date>1</due_date>
        <description>If possible could this be added to ClientScheme.res BaseSettings to fix the purple checkered scrollbar in the motd panel.&#13;
&#13;
&quot;HTML.BgColor&quot; 		&quot;0 0 0 255&quot;&#13;
&#13;
</description>
    </issue>
    <issue>
        <id>117</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="17">Maestro Fenix</reporter>
        <priority id="20">low</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="4">Bug-Report</category>
        <date_submitted>1331394872</date_submitted>
        <last_updated>1343056508</last_updated>
        <eta id="10">none</eta>
        <version>0.1.3.5</version>
        <view_state id="10">public</view_state>
        <summary>Putting in the same squad some houndeyes makes fill the console of errors.</summary>
        <due_date>1</due_date>
        <description>If you put in Hammer that some houndeyes are in the same squad, later in game, when they see you and attack, the console will be filled with the following errors:&#13;
&#13;
&quot;unsupported rated frecuency (11025hz) for the sound npc/houndeye/he_bark_group_run_follow&quot;&#13;
&#13;
&quot;Squadsize not supported!!!&quot;&#13;
&#13;
Although seems that doesnt have any effect in the game. The first has a basic fix, that is opening the sound file in a Sound Editor and change the rate frecuency to the standard.&#13;
&#13;
The second error, i dont know, maybe is the remainder of the old code used in HL:S (or directly it wasnt properly adapted to Source).&#13;
&#13;
P.D: I think that the houndeye doesnt play the idle sounds.</description>
        <steps_to_reproduce>In Hammer, put 2 monster_houndeye in the same squad.&#13;
&#13;
In game, look in the console.</steps_to_reproduce>
    </issue>
    <issue>
        <id>137</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="17">Maestro Fenix</reporter>
        <priority id="30">normal</priority>
        <severity id="10">feature</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="5">Feature-Request</category>
        <date_submitted>1342192800</date_submitted>
        <last_updated>1342192800</last_updated>
        <eta id="10">none</eta>
        <version>0.1.3.5</version>
        <view_state id="10">public</view_state>
        <summary>Entity which takes origin of the target and uses it to override the origin of the subject</summary>
        <due_date>1</due_date>
        <description>The entity would allow to the mappers &quot;parent&quot; static entities (such as npcs) to mobile entities, giving more options of creativity to the mappers. &#13;
&#13;
For example, it would allow parent a npc_combine_camera to a npc_helicopter (the first is fixed, so you cant parent with it, or the mobile entity will not able to move).&#13;
&#13;
Also, it can be used in the mapadds, because for example it could allow fix the spawnzones in HL:S&#13;
&#13;
This request is inspirated in the trigger_setorigin entity of Sven Co-op:&#13;
http://www.svencoop.com/entityguide/entity.php?entityinfo=trigger_setorigin</description>
        <steps_to_reproduce>The entity would work at the following flow:&#13;
&#13;
When is called to work, the entity would get the origin coordinates of the target entity (a brush, a npc or a prop, doesnt matter), and then, it would transfer to the subject entity, which their origins would be overrided by the origins of the targeted entity, moving with it.</steps_to_reproduce>
    </issue>
    <issue>
        <id>25</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="1">neico</reporter>
        <handler id="1">neico</handler>
        <priority id="20">low</priority>
        <severity id="10">feature</severity>
        <reproducibility id="100">N/A</reproducibility>
        <status id="50">assigned</status>
        <resolution id="10">open</resolution>
        <projection id="70">major rework</projection>
        <category id="1">General</category>
        <date_submitted>1278003826</date_submitted>
        <last_updated>1340493733</last_updated>
        <eta id="10">none</eta>
        <os>Microsoft Windows 7 Ultimate x64</os>
        <os_build>6.1.7600</os_build>
        <platform>Alastor</platform>
        <version>0.1.3.5</version>
        <target_version>SVN</target_version>
        <view_state id="10">public</view_state>
        <summary>Linux Binary Build</summary>
        <due_date>1</due_date>
        <profile_id>1</profile_id>
        <description>Linux binaries are in work, they won't be available for public for a while tough as there are some problems to take care of...&#13;
&#13;
I'll add to this report once there's progress on it</description>
    </issue>
    <issue>
        <id>125</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="17">Maestro Fenix</reporter>
        <priority id="30">normal</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="4">Bug-Report</category>
        <date_submitted>1335037049</date_submitted>
        <last_updated>1340493048</last_updated>
        <eta id="10">none</eta>
        <version>0.1.3.5</version>
        <view_state id="10">public</view_state>
        <summary>Func_tank is unable to set to null the damage agaisnt the players</summary>
        <due_date>1</due_date>
        <description>Looks like you cant make the func_tank (which you make turrets) set the damage that makes to the players to 0, since if you set -1, it will work like 1, and the same happens if you use 0.XX values. &#13;
&#13;
This allow the players make friendly fire with the turrets. It would be useful have something like a flag option that makes no damage to players.</description>
    </issue>
    <issue>
        <id>67</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="1">neico</reporter>
        <handler id="6">SVN</handler>
        <priority id="60">immediate</priority>
        <severity id="80">block</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="50">assigned</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="4">Bug-Report</category>
        <date_submitted>1300145589</date_submitted>
        <last_updated>1337434386</last_updated>
        <eta id="60">&gt; 1 month</eta>
        <version>0.1.3.5</version>
        <target_version>SVN</target_version>
        <view_state id="10">public</view_state>
        <summary>Fix Mixed Case Folder / Filenames for Linux</summary>
        <due_date>1</due_date>
        <profile_id>1</profile_id>
        <description>The Attached file shows every file (I think it's somewhere between 1.34 and 1.35 so I might need to update the list soon~) which need to be renamed to be lowercase only to fix the problems on Linux&#13;
&#13;
everyone who is adding files and folders from now on should make sure they're lowercase to save time to look for those and fix it up.&#13;
&#13;
also everyone who has write access on the SVN should work on making this list smaller pretty fast (the faster, the faster will be likely a linux build for public use)</description>
    </issue>
    <issue>
        <id>53</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="45">steamvalve</reporter>
        <priority id="50">urgent</priority>
        <severity id="80">block</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="10">new</status>
        <resolution id="30">reopened</resolution>
        <projection id="10">none</projection>
        <date_submitted>1293754393</date_submitted>
        <last_updated>1337434072</last_updated>
        <eta id="10">none</eta>
        <os>WINDOWS</os>
        <os_build>XP</os_build>
        <platform>PC</platform>
        <version>0.1.3.5</version>
        <view_state id="10">public</view_state>
        <summary>When Launching Obsidian Conflict Steam says need to verify tool files verifying Source SDK Base 2007 file</summary>
        <due_date>1</due_date>
        <description>When Launching Obsidian Conflict Steam says need to verify tool files verifying Source SDK Base 2007 file. Checks files up to 50% then a window pops open saying: Steam servers are too busy to process your request please try later.&#13;
It has been doing it since Tuesday every time I try to launch Obsidian Conflict.&#13;
All of my other Steam games work perfect. Have validated all my files and defragged all files on Steam, and on my PC. No viruses or malware detected using five different programs. Also uninstalled Obsidian Conflict restarted PC and reinstalled Obsidian Conflict and restarted PC, downloaded from Obsidianconflict.net. </description>
        <steps_to_reproduce>Does it everytime</steps_to_reproduce>
        <additional_information>Everything works perfect. Why Steam started to verify tool files: Source SDK Base 2007 files is beyond comprehension. Never did this before. Thanks for reading-Steamvalve</additional_information>
    </issue>
    <issue>
        <id>51</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="44">LeGoupyl</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>
        <date_submitted>1291919914</date_submitted>
        <last_updated>1337433886</last_updated>
        <eta id="10">none</eta>
        <os>windows</os>
        <os_build>7</os_build>
        <view_state id="10">public</view_state>
        <summary>The game don't detect my Mic</summary>
        <due_date>1</due_date>
        <description>The voice menu don't detect any mic. like i dont got any. This is the only game were it's happens.&#13;
I try reboot, reinitialisation but nothings work..</description>
        <additional_information>-w 1366 -h 768 in &quot;launch options&quot;</additional_information>
    </issue>
    <issue>
        <id>48</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="41">CML53</reporter>
        <priority id="40">high</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>
        <date_submitted>1290744684</date_submitted>
        <last_updated>1337433820</last_updated>
        <eta id="10">none</eta>
        <os>Windows 7</os>
        <version>0.1.3.5</version>
        <view_state id="10">public</view_state>
        <summary>Crashing after &quot;Server changing level&quot;</summary>
        <due_date>1</due_date>
        <description>When entering OC I can play on a server regularly but after the server changes maps I crash immediately after loading. It only happens on the second map or on another server. I have restarted Steam, re-installed the mod, and even restarting my computer. It looks like this only happens to me.</description>
        <additional_information>It get's annoying when you lose a player slot to a crash.</additional_information>
    </issue>
    <issue>
        <id>47</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="17">Maestro Fenix</reporter>
        <handler id="4">W0rf0x</handler>
        <priority id="20">low</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="4">Bug-Report</category>
        <date_submitted>1290430035</date_submitted>
        <last_updated>1337433685</last_updated>
        <eta id="10">none</eta>
        <version>0.1.3.5</version>
        <view_state id="10">public</view_state>
        <summary>I can jump off the mountain of the begining of EP2 without die and no physics damage.</summary>
        <due_date>1</due_date>
        <description>In the first chapter of Episode Two, in the begining of the game, just after the portal storm and enter in the mine, i can jump off the mountain and walk in the floor of under, reaching to the skybox. Normally, when you jump off, automatically you die.&#13;
&#13;
Also, i don´t know why, i´m was inmune to physics damage (like stones falling in your head).</description>
        <additional_information>I´m the only player that suffered the bug. The other player dies when jump off and when he recives heavy physic damage </additional_information>
    </issue>
    <issue>
        <id>42</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="1">neico</reporter>
        <handler id="13">TESLA-X4</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="30">tweak</projection>
        <category id="5">Feature-Request</category>
        <date_submitted>1285681597</date_submitted>
        <last_updated>1337433611</last_updated>
        <eta id="30">2-3 days</eta>
        <os>Microsoft Windows 7 Ultimate x64</os>
        <os_build>6.1.7600</os_build>
        <platform>Alastor</platform>
        <version>0.1.3.5</version>
        <fixed_in_version>0.1.3.6</fixed_in_version>
        <target_version>0.1.3.6</target_version>
        <view_state id="10">public</view_state>
        <summary>oc_lobby sending Text to All</summary>
        <due_date>1</due_date>
        <profile_id>1</profile_id>
        <description>before oc_lobby changes the map, show a Message to all players which map has been chosen instead of just fading to black and changing</description>
    </issue>
    <issue>
        <id>10</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="14">nALLITeT</reporter>
        <handler id="1">neico</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="50">minor fix</projection>
        <category id="5">Feature-Request</category>
        <date_submitted>1275406629</date_submitted>
        <last_updated>1337433293</last_updated>
        <eta id="30">2-3 days</eta>
        <version>0.1.3.5</version>
        <fixed_in_version>0.1.3.6</fixed_in_version>
        <target_version>0.1.3.6</target_version>
        <view_state id="10">public</view_state>
        <summary>Addon system and skins</summary>
        <due_date>1</due_date>
        <description>Skins doesn't work with addon system.&#13;
</description>
        <steps_to_reproduce>Download any skin, copy all folders in add-ons\%skinname%\, create info.txt&#13;
Start the game, and you'll see no changes.</steps_to_reproduce>
    </issue>
    <issue>
        <id>130</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="4">W0rf0x</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="4">Bug-Report</category>
        <date_submitted>1335281957</date_submitted>
        <last_updated>1335281957</last_updated>
        <eta id="10">none</eta>
        <version>SVN</version>
        <target_version>0.1.3.6</target_version>
        <view_state id="10">public</view_state>
        <summary>npc_furniture pushing and/or gibing players</summary>
        <due_date>1</due_date>
        <description>npc_furniture pushes and/or gibs players when certain players are not in their PVS (holy shit what's with this engine and all the PVS-related problems in MP?), which can be quite a problem as it hinders progress or even halts it completely.</description>
        <steps_to_reproduce>Start d1_trainstation_03, leave a bot at spawn and make your way to the last door at the map end, you will most certainly get gibed.&#13;
&#13;
Another map to try this on would be eli_02, the gate leading to ravenholm, which dog holds open.</steps_to_reproduce>
        <additional_information>This bug has actually been around since forever and even synergy had it.</additional_information>
    </issue>
    <issue>
        <id>127</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="13">TESLA-X4</reporter>
        <handler id="13">TESLA-X4</handler>
        <priority id="20">low</priority>
        <severity id="50">minor</severity>
        <reproducibility id="100">N/A</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="50">minor fix</projection>
        <category id="5">Feature-Request</category>
        <date_submitted>1335062892</date_submitted>
        <last_updated>1335079319</last_updated>
        <eta id="20">&lt; 1 day</eta>
        <os>Windows 7 Ultimate x64</os>
        <os_build>6.1.7600</os_build>
        <platform>Windows</platform>
        <version>0.1.3.5</version>
        <fixed_in_version>0.1.3.6</fixed_in_version>
        <target_version>0.1.3.6</target_version>
        <view_state id="10">public</view_state>
        <summary>Add 'TouchTest' input to point_trigger-derived entities</summary>
        <due_date>1</due_date>
        <profile_id>6</profile_id>
        <description>'TouchTest' functionality is provided by brush-based trigger_multiple-derived entities, but not point_trigger-derived entities.</description>
        <additional_information>Feature requested by Xenire.</additional_information>
    </issue>
    <issue>
        <id>122</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="17">Maestro Fenix</reporter>
        <handler id="13">TESLA-X4</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="50">minor fix</projection>
        <category id="4">Bug-Report</category>
        <date_submitted>1333292045</date_submitted>
        <last_updated>1335079277</last_updated>
        <eta id="20">&lt; 1 day</eta>
        <version>0.1.3.5</version>
        <fixed_in_version>0.1.3.6</fixed_in_version>
        <target_version>0.1.3.6</target_version>
        <view_state id="10">public</view_state>
        <summary>Rockets fired by npc_launcher do not clean up their flight sounds properly</summary>
        <due_date>1</due_date>
        <description>When you use a npc_launcher in a map, if a rocket lauched by it touches the skybox, instead of disappear the sound like does the model and the smoke, the sound will continue playing repeatedly.&#13;
&#13;
Sometimes it ends after a while, but others no.</description>
        <steps_to_reproduce>Use a npc_launcher and set it to fire rockets to the player&#13;
&#13;
Make that the rocket touch the skybox</steps_to_reproduce>
    </issue>
    <issue>
        <id>37</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="4">W0rf0x</reporter>
        <handler id="13">TESLA-X4</handler>
        <priority id="30">normal</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="5">Feature-Request</category>
        <date_submitted>1283623942</date_submitted>
        <last_updated>1335045174</last_updated>
        <eta id="10">none</eta>
        <version>0.1.3.5</version>
        <fixed_in_version>0.1.3.6</fixed_in_version>
        <target_version>0.1.3.6</target_version>
        <view_state id="10">public</view_state>
        <summary>flag to invert point_teleport radius</summary>
        <due_date>1</due_date>
        <description>This would also help the hl2 campaigns a lot, a way to make all players who are NOT in the teleport radius get teleported.&#13;
&#13;
Maybe the same for trigger_teleport.</description>
    </issue>
    <issue>
        <id>107</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="17">Maestro Fenix</reporter>
        <handler id="13">TESLA-X4</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="50">minor fix</projection>
        <category id="4">Bug-Report</category>
        <date_submitted>1326309923</date_submitted>
        <last_updated>1334760174</last_updated>
        <eta id="20">&lt; 1 day</eta>
        <version>0.1.3.5</version>
        <fixed_in_version>0.1.3.6</fixed_in_version>
        <target_version>0.1.3.6</target_version>
        <view_state id="10">public</view_state>
        <summary>Definition of some inputs of the npc_grunt are interchanged (in &quot;Entity Help&quot;)</summary>
        <due_date>1</due_date>
        <description>In &quot;Inputs&quot;, at the end, where are the specific Inputs for the npc_grunt, the definition of &quot;Dont Follow&quot; and &quot;Follow&quot; inputs are interchanged. It should be backwards.&#13;
&#13;
http://gyazo.com/090f3297c041fdc931bdaf43a83c1240.png</description>
    </issue>
    <issue>
        <id>98</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="17">Maestro Fenix</reporter>
        <handler id="13">TESLA-X4</handler>
        <priority id="30">normal</priority>
        <severity id="40">tweak</severity>
        <reproducibility id="100">N/A</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="30">tweak</projection>
        <category id="5">Feature-Request</category>
        <date_submitted>1317489026</date_submitted>
        <last_updated>1334669485</last_updated>
        <eta id="20">&lt; 1 day</eta>
        <version>0.1.3.5</version>
        <fixed_in_version>0.1.3.6</fixed_in_version>
        <target_version>0.1.3.6</target_version>
        <view_state id="10">public</view_state>
        <summary>Improve item_healthcharger and func_healthcharger</summary>
        <due_date>1</due_date>
        <description>http://developer.valvesoftware.com/wiki/Item_healthcharger&#13;
http://developer.valvesoftware.com/wiki/Func_healthcharger&#13;
&#13;
http://developer.valvesoftware.com/wiki/Item_suitcharger&#13;
http://developer.valvesoftware.com/wiki/Func_recharge&#13;
&#13;
As you can see, for unknown reasons, the entities that recharges the health of the player have less &quot;options&quot; to configure it. My request is add the same features that have the suit and recharge entities to the other mencionated to balance it.&#13;
&#13;
Also, allow pick a model, like happens with the rest of the items. </description>
    </issue>
    <issue>
        <id>123</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="4">W0rf0x</reporter>
        <handler id="13">TESLA-X4</handler>
        <priority id="40">high</priority>
        <severity id="10">feature</severity>
        <reproducibility id="100">N/A</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="50">minor fix</projection>
        <category id="5">Feature-Request</category>
        <date_submitted>1333750802</date_submitted>
        <last_updated>1334669439</last_updated>
        <eta id="20">&lt; 1 day</eta>
        <version>0.1.3.5</version>
        <fixed_in_version>0.1.3.6</fixed_in_version>
        <target_version>0.1.3.6</target_version>
        <view_state id="10">public</view_state>
        <summary>An entity to check for playercounts in multiple areas</summary>
        <due_date>1</due_date>
        <description>Working name: logic_area_compare&#13;
&#13;
&#13;
Basic description:&#13;
The entity should be able to check playercounts in multiple defined areas enclosed with trigger_multiple and fire outputs depending on which area has the most players.&#13;
&#13;
&#13;
Keyvalues:&#13;
&#13;
Area(01-16): names of the trigger_multiple areas to check for player counts, should have a keyvalue for each area, similar to logic_case.&#13;
&#13;
Multipleaction: What to do in case multiple areas share the highest amount of players, should be:&#13;
-Pick one of the highest areas randomly and fire output &quot;OnArea#&quot; for whatever area got randomly picked.&#13;
-Fire &quot;OnFindMultiple&quot; output.&#13;
&#13;
&#13;
Inputs:&#13;
&#13;
Compare: Check all specified triggers and fire &quot;OnArea#&quot; output for area with most players.&#13;
&#13;
&#13;
Outputs:&#13;
&#13;
OnArea(01-16): This output gets fired after the entity received the &quot;Compare&quot; input and determined which area has the most players. Should have one output for each area, so if area 8 has the most players, it will fire the &quot;OnArea08&quot; output.&#13;
&#13;
OnFailed: fired when no players were detected in any of the defined areas.&#13;
&#13;
OnFindMultiple: fired when multiple areas share the most players and &quot;Multipleaction&quot; keyvalue is set to fire this output.</description>
    </issue>
    <issue>
        <id>121</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="17">Maestro Fenix</reporter>
        <priority id="30">normal</priority>
        <severity id="40">tweak</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="10">new</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="5">Feature-Request</category>
        <date_submitted>1332690073</date_submitted>
        <last_updated>1333989345</last_updated>
        <eta id="10">none</eta>
        <version>0.1.3.5</version>
        <view_state id="10">public</view_state>
        <summary>Change the vmt values of the Female Black Ops for reduce the shiny effect</summary>
        <due_date>1</due_date>
        <description>In some maps with HDR, which are set outside, the Female assasin is shiny, since their values of specular makes her look like plastic. I suggest remplace the actual values for the following code:&#13;
	&#13;
&quot;VertexLitGeneric&quot;&#13;
{&#13;
&quot;$baseTexture&quot; &quot;models/hassassin/Fassn_body&quot;&#13;
&quot;$bumpmap&quot; &quot;models/hassassin/Fassn_body-normal&quot;&#13;
$halflambert 1&#13;
$nodecal 1&#13;
$model 1&#13;
$phong 1&#13;
$phongexponent 33&#13;
$phongboost	6&#13;
$phongfresnelranges	&quot;[0.05 0.5 1]&quot;&#13;
}&#13;
&#13;
With that vmt configuration, the female assasin will continue looking that her is wearing a latex suit, but it will not be never more to be shiny outside on those maps with HDR. </description>
        <steps_to_reproduce>Play a map that have female assasins outside and have HDR.&#13;
&#13;
Then, apply the code and look how looks.</steps_to_reproduce>
    </issue>
    <issue>
        <id>124</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="17">Maestro Fenix</reporter>
        <priority id="40">high</priority>
        <severity id="10">feature</severity>
        <reproducibility id="100">N/A</reproducibility>
        <status id="10">new</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="5">Feature-Request</category>
        <date_submitted>1333911766</date_submitted>
        <last_updated>1333911766</last_updated>
        <eta id="10">none</eta>
        <version>0.1.3.5</version>
        <view_state id="10">public</view_state>
        <summary>Female Assasins should make melee</summary>
        <due_date>1</due_date>
        <description>I have no idea if is because like when they jumping it are bugged, but when you approach to one, she doesnt kick you like it should.</description>
    </issue>
    <issue>
        <id>44</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="1">neico</reporter>
        <handler id="13">TESLA-X4</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="30">tweak</projection>
        <category id="4">Bug-Report</category>
        <date_submitted>1286114282</date_submitted>
        <last_updated>1333753994</last_updated>
        <eta id="20">&lt; 1 day</eta>
        <os>Microsoft Windows 7 Ultimate x64</os>
        <os_build>6.1.7600</os_build>
        <platform>Alastor</platform>
        <version>0.1.3.5</version>
        <fixed_in_version>0.1.3.6</fixed_in_version>
        <target_version>0.1.3.6</target_version>
        <view_state id="10">public</view_state>
        <summary>Dedicated Server mounting</summary>
        <due_date>1</due_date>
        <profile_id>1</profile_id>
        <description>The mount system requires to put some files into the mounts folder, but on a dedicated is that pretty much useless as you can just check if the folder exists and then let it mount if it's the case</description>
    </issue>
    <issue>
        <id>111</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="83">kem008</reporter>
        <handler id="13">TESLA-X4</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="50">minor fix</projection>
        <category id="4">Bug-Report</category>
        <date_submitted>1327592055</date_submitted>
        <last_updated>1332660646</last_updated>
        <eta id="20">&lt; 1 day</eta>
        <os>windows 7</os>
        <version>0.1.3.5</version>
        <fixed_in_version>0.1.3.6</fixed_in_version>
        <target_version>0.1.3.6</target_version>
        <build>3943</build>
        <view_state id="10">public</view_state>
        <summary>changelevel bug</summary>
        <due_date>1</due_date>
        <description>When I go to the changelevel I get freeze and I cant move and not happen.&#13;
No chnagelevel.&#13;
&#13;
the bug in these maps:&#13;
d1_town_01 &#13;
d1_town_03&#13;
d3_c17_01&#13;
d3_c17_07&#13;
d3_citadel_03</description>
    </issue>
    <issue>
        <id>85</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="70">Davidos</reporter>
        <handler id="13">TESLA-X4</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="50">minor fix</projection>
        <category id="4">Bug-Report</category>
        <date_submitted>1311715212</date_submitted>
        <last_updated>1332644481</last_updated>
        <eta id="10">none</eta>
        <version>0.1.3.5</version>
        <fixed_in_version>0.1.3.6</fixed_in_version>
        <target_version>0.1.3.6</target_version>
        <view_state id="10">public</view_state>
        <summary>&quot;My Items&quot; unusable after level change</summary>
        <due_date>1</due_date>
        <description>If you have disconnected or are for some reason disconnected or forced to reconnect, any items in your inventory (My items) will be persistent and stuck. Furthermore, if a player suicides/dies/somehow loses this item, picking up and storing any other item will cause it to be permanently stuck into inventory unless the player restarts the entire game.</description>
        <steps_to_reproduce>1. Pick up a storable item (ONLY ON YOUR OWN SERVER?)&#13;
2. Put it in My Items.&#13;
3. Disconnect and reconnect/connect to any other server.&#13;
4. Check My Items for any instances of this item appearing&#13;
5a. If not, pick up any other item you can store and store it.&#13;
5b. Try to drop this item.&#13;
&#13;
- Item will NOT drop, unless you suicide, but suiciding every time to drop an item?... I don't think that will work for long. -</steps_to_reproduce>
    </issue>
    <issue>
        <id>119</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="85">Rei</reporter>
        <handler id="13">TESLA-X4</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="50">minor fix</projection>
        <category id="4">Bug-Report</category>
        <date_submitted>1332028283</date_submitted>
        <last_updated>1332102107</last_updated>
        <eta id="20">&lt; 1 day</eta>
        <version>0.1.3.5</version>
        <fixed_in_version>0.1.3.6</fixed_in_version>
        <target_version>0.1.3.6</target_version>
        <view_state id="10">public</view_state>
        <summary>Turret sound plays for ever</summary>
        <due_date>1</due_date>
        <description>Sometimes, dying turrets play for ever their noisy and annoying &quot;die sound&quot;&#13;
</description>
        <additional_information>check for die-sound to be played only a defined period of time ?</additional_information>
    </issue>
    <issue>
        <id>120</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="85">Rei</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">Bug-Report</category>
        <date_submitted>1332028606</date_submitted>
        <last_updated>1332028606</last_updated>
        <eta id="10">none</eta>
        <version>0.1.3.5</version>
        <view_state id="10">public</view_state>
        <summary>Locate Player Symbols nearly useless</summary>
        <due_date>1</due_date>
        <description>when players are not on screen and u press &quot;Locate players&quot; their symbols will be placed on a 360° circle, showing the direction where you need to turn to find the players. i never manage to find it with that direction method.&#13;
&#13;
imo the symbols are not close enough to the screen border. you may put them very near to the screen border (1cm) AND combine them with an arrow symbol AND make them more transparent to indicate, that this is not the actual player position on-screen, but a hint for his direction.</description>
    </issue>
    <issue>
        <id>110</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="42">dominichax</reporter>
        <handler id="13">TESLA-X4</handler>
        <priority id="30">normal</priority>
        <severity id="10">feature</severity>
        <reproducibility id="100">N/A</reproducibility>
        <status id="50">assigned</status>
        <resolution id="10">open</resolution>
        <projection id="30">tweak</projection>
        <category id="5">Feature-Request</category>
        <date_submitted>1327548493</date_submitted>
        <last_updated>1332023717</last_updated>
        <eta id="10">none</eta>
        <os>Windows 7</os>
        <os_build>Latest</os_build>
        <version>0.1.3.5</version>
        <target_version>0.1.3.6</target_version>
        <view_state id="10">public</view_state>
        <summary>Healing someone should also give you health back.</summary>
        <due_date>1</due_date>
        <description>If you are healing your team mate you should also receive health in return. It encourages more team work, players will stop to health other team mates even when the other team mate does not heal them back, they will at least get some health back. This should only apply to Left click healing and not for dropping health kits on the floor with right click.&#13;
</description>
    </issue>
    <issue>
        <id>113</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="85">Rei</reporter>
        <priority id="30">normal</priority>
        <severity id="10">feature</severity>
        <reproducibility id="100">N/A</reproducibility>
        <status id="10">new</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="5">Feature-Request</category>
        <date_submitted>1329107541</date_submitted>
        <last_updated>1331740225</last_updated>
        <eta id="10">none</eta>
        <version>0.1.3.5</version>
        <view_state id="10">public</view_state>
        <summary>new server var: sv_scoredistribution 0.4</summary>
        <due_date>1</due_date>
        <description>shares collected money / gained score between all players to improve teamplay aspects and help weaker players and &quot;healers&quot;.&#13;
&#13;
distributes score in the following way:&#13;
&#13;
sv_scoredistribution 0.0  -- OFF, score system as usual&#13;
sv_scoredistribution 0.4  -- (default) 40% of score distributed to others&#13;
sv_scoredistribution 1.0  -- balanced/symmetrical distribution (special mode)&#13;
&#13;
&#13;
example: 3 players (sv_scoredistribution 0.4)&#13;
$100 picked up by one player&#13;
- triggering player gets $60&#13;
- other 2 players get $20 each&#13;
&#13;
example: 3 players (sv_scoredistribution 1.0)&#13;
$100 picked up by one player&#13;
- everybody gets $33&#13;
&#13;
&#13;
&#13;
just an idea :)</description>
    </issue>
    <issue>
        <id>116</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="17">Maestro Fenix</reporter>
        <handler id="13">TESLA-X4</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="50">minor fix</projection>
        <category id="4">Bug-Report</category>
        <date_submitted>1331051620</date_submitted>
        <last_updated>1331072712</last_updated>
        <eta id="20">&lt; 1 day</eta>
        <version>0.1.3.5</version>
        <fixed_in_version>0.1.3.6</fixed_in_version>
        <target_version>0.1.3.6</target_version>
        <view_state id="10">public</view_state>
        <summary>Using a color in the hud makes the quick view disappear of the crosshair</summary>
        <due_date>1</due_date>
        <description>(Note: the quick view is the two bars that appear in the crosshair indicating your health and ammo if you active it).&#13;
&#13;
I had this problem in 1.3.4., but i forgot reported it, probably because i thought it got fixed alone. Until today. &#13;
&#13;
I discovered that if you go to mod options-&gt;hud-&gt;and put the numbers colors to 0 255 0 (only blue), the quick view disappears, like if you would put 0 0 0.&#13;
&#13;
Curiously, if you put only green (0 0 255), the quick view will be blue, but the numbers will be on green.&#13;
&#13;
No idea if another combinations will be bugged.</description>
        <steps_to_reproduce>Go to mod options&#13;
&#13;
Go to the HUD section&#13;
&#13;
In &quot;Number color&quot;, put only blue (0 255 0) and later only green (0 0 255)&#13;
&#13;
Look how it disappears and/or your crosshair is blue unlike the rest.</steps_to_reproduce>
    </issue>
    <issue>
        <id>88</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="57">Suppercut</reporter>
        <priority id="40">high</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="4">Bug-Report</category>
        <date_submitted>1311807724</date_submitted>
        <last_updated>1330897262</last_updated>
        <eta id="10">none</eta>
        <os>XP</os>
        <os_build>Latest</os_build>
        <platform>PC</platform>
        <version>0.1.3.5</version>
        <view_state id="10">public</view_state>
        <summary>Crash on startup, no error or anything, just flat out closes itself</summary>
        <due_date>1</due_date>
        <description>I cannot start up Obsidian Conflict. It's hard to explain; I click to launch it, Steam launches it fine, and it flashes the mod's window and immediately goes away and Steam says I am not in-game, hl2.exe is nowhere to be found, etc etc etc, it just up and shuts itself down immediately after launch. What's weird is that it is only on my PC. I can launch the game fine on my friend's W7, but my little XP is the only one having the problem. I have reinstalled the entire mod several times, tried deleting add-ons, mounts, nothing. &#13;
&#13;
What's worse is that it doesn't make an mdmp, so I have no idea what's wrong.</description>
        <steps_to_reproduce>1. Start OC on my computer.&#13;
2. ???&#13;
3. Non-profit.</steps_to_reproduce>
        <additional_information>Recently my computer has been acting up, but other than that, nothing.</additional_information>
    </issue>
    <issue>
        <id>115</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="17">Maestro Fenix</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="4">Bug-Report</category>
        <date_submitted>1330624406</date_submitted>
        <last_updated>1330641614</last_updated>
        <eta id="10">none</eta>
        <version>0.1.3.5</version>
        <view_state id="10">public</view_state>
        <summary>Firing simultaneously a weapon with burst and normal fire will fire all the magazine</summary>
        <due_date>1</due_date>
        <description>If you use a weapon that have normal fire and burst fire at alt-fire (an example would be my MP5k in the cs_siege_pcs_oc map), fire first the burst, and immediately fire with normal fire, you will fire all the magazine.&#13;
&#13;
This could be a problem, since it allows killing enemies with nearly good aim at long distance in a single hit, apart that the players would be without ammo quickly.</description>
        <steps_to_reproduce>Pick a weapon (machine guns preferably) with a normal and burst fire (for example my MP5k in the cs_siege_pcs_oc map).&#13;
&#13;
Fire first the burst, and immediately fire with normal fire.&#13;
&#13;
See how you fire all the bullets.</steps_to_reproduce>
    </issue>
    <issue>
        <id>114</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="86">Sinfect</reporter>
        <priority id="40">high</priority>
        <severity id="60">major</severity>
        <reproducibility id="100">N/A</reproducibility>
        <status id="10">new</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="5">Feature-Request</category>
        <date_submitted>1330018657</date_submitted>
        <last_updated>1330272708</last_updated>
        <eta id="10">none</eta>
        <os>Windows 7</os>
        <version>0.1.3.5</version>
        <view_state id="10">public</view_state>
        <summary>Separate animations for going from a single uzi to dual uzi and vice versa.</summary>
        <due_date>1</due_date>
        <description>Right now, there is no code in the uzis for drawing 2 uzis. Since the dual uzi draw and the switch between single to dual uzis are the same, it makes it difficult and less convenient to make the animations for it.&#13;
&#13;
What I am requesting is that there are separate animations for the dual uzi draw and the single to uzi to dual uzi draw (names would sorta be like singletodual, dualtosingle, drawdual, etc. if that helps make it clearer). This way it is easier to make the animations and it lets me do more with them.</description>
    </issue>
    <issue>
        <id>112</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="17">Maestro Fenix</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">Bug-Report</category>
        <date_submitted>1327955396</date_submitted>
        <last_updated>1327955396</last_updated>
        <eta id="10">none</eta>
        <version>0.1.3.5</version>
        <view_state id="10">public</view_state>
        <summary>Entity help of npc_merchant presents a lot of errors.</summary>
        <due_date>1</due_date>
        <description>Both problems are referred to the repetition of some lines. The first are in the Inputs, and the Second is in Outputs.&#13;
&#13;
Reading a bit the text will be enough to discover what is wrong.</description>
        <steps_to_reproduce>Open Hammer.&#13;
&#13;
Put a npc_merchant.&#13;
&#13;
Open Object properties.&#13;
&#13;
Push the help button.&#13;
&#13;
Read.</steps_to_reproduce>
    </issue>
    <issue>
        <id>106</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="42">dominichax</reporter>
        <priority id="10">none</priority>
        <severity id="40">tweak</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="10">new</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="4">Bug-Report</category>
        <date_submitted>1326235155</date_submitted>
        <last_updated>1327546771</last_updated>
        <eta id="10">none</eta>
        <os>N/A</os>
        <os_build>N/A</os_build>
        <platform>N/A</platform>
        <version>0.1.3.5</version>
        <view_state id="10">public</view_state>
        <summary>Garguanta makes a plastic / plaster sound when hit</summary>
        <due_date>1</due_date>
        <description>When you hit a Gargantua it makes a plastic / plaster sound, why not have a ricochet sound play like in hl1? or at least make the sound metal.</description>
        <steps_to_reproduce>Hit a garg with a crowbar.</steps_to_reproduce>
    </issue>
    <issue>
        <id>108</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="17">Maestro Fenix</reporter>
        <handler id="13">TESLA-X4</handler>
        <priority id="60">immediate</priority>
        <severity id="70">crash</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="80">resolved</status>
        <resolution id="60">duplicate</resolution>
        <projection id="50">minor fix</projection>
        <category id="4">Bug-Report</category>
        <date_submitted>1327520925</date_submitted>
        <last_updated>1327530019</last_updated>
        <eta id="10">none</eta>
        <version>0.1.3.5</version>
        <fixed_in_version>0.1.3.6</fixed_in_version>
        <target_version>0.1.3.6</target_version>
        <view_state id="10">public</view_state>
        <summary>Trigger a object with info_waypoint parented  in a trigger_once_oc makes crash the mod</summary>
        <due_date>1</due_date>
        <description>If you parent a info_waypoint to a physic object (doesnt matter if is a normal prop_physics or a overrided one), and then, you make touch the object with a trigger_once_oc that makes an output of killing the object, the mod will crash.&#13;
&#13;
No idea if this happens on the normal trigger_once, as well as the trigger_multiple.&#13;
&#13;
&#13;
The mod will crash anyway whether if you make an output to kill the object and the waypoint as if you only kill the object.</description>
        <steps_to_reproduce>(In Hammer):&#13;
&#13;
Parent a info_waypoint with a prop_physics&#13;
&#13;
Make a trigger_once_oc and make an output that kills the object&#13;
&#13;
(In the mod):&#13;
&#13;
Pick up the object and carry it to the trigger to crash the mod.</steps_to_reproduce>
    </issue>
    <issue>
        <id>65</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="56">DarkSignal</reporter>
        <priority id="40">high</priority>
        <severity id="10">feature</severity>
        <reproducibility id="100">N/A</reproducibility>
        <status id="10">new</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <date_submitted>1299796619</date_submitted>
        <last_updated>1326730447</last_updated>
        <eta id="10">none</eta>
        <version>0.1.3.5</version>
        <build>Steam Version</build>
        <view_state id="10">public</view_state>
        <summary>func_tankmortar backwards compatability</summary>
        <due_date>1</due_date>
        <description>Originally, the func_tankmortar of HL1 was capable of firing tank shells, where instead of a laser beam from space, an explosion would occur at the designated area. Now with HL2 coding, the use of this is severly limited because of what it's used for in the campaign, and now the potential for it is pretty much ruined.&#13;
&#13;
I think it would be a good idea if you guys were to either reconfigure or add the old behavior of func_tankmortar to the new version, so it can be used for more than just one use (Like actual tanks for HL1, which would be fixed with this feature).</description>
        <steps_to_reproduce>I have done what I could to replicate the behavior of func_tankmortar, and all attempts have been met with limited success. I really hope that you will look into this matter.</steps_to_reproduce>
        <additional_information>As an extra feature, you can add the explosion effect to be a particle system instead, so diversity can be added to different kinds of tank cannons (compare the explosion from a 25mm to the magnitude of a depleted uranium shell)</additional_information>
    </issue>
    <issue>
        <id>15</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="20">steevmau</reporter>
        <handler id="13">TESLA-X4</handler>
        <priority id="30">normal</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="4">Bug-Report</category>
        <date_submitted>1275576493</date_submitted>
        <last_updated>1325041850</last_updated>
        <eta id="10">none</eta>
        <os>windows XP</os>
        <version>0.1.3.5</version>
        <fixed_in_version>0.1.3.6</fixed_in_version>
        <target_version>0.1.3.6</target_version>
        <view_state id="10">public</view_state>
        <summary>Crash after starting</summary>
        <due_date>1</due_date>
        <description>When oc is installed for the first time, I can lunch it and play it.&#13;
I set gameconfig.txt to map with hammer (ep2) and it works fine.&#13;
When I restart computer and relunch the game to play it, the wain page start (I see the slpash image but the menu do not appear and I see :&#13;
http://ftpperso.free.fr/oc/images/bug_oc.JPG&#13;
then the game close.&#13;
when undo my settings for hammer it doesn't fix the problem.&#13;
I have to reinstall OC to fix it.</description>
    </issue>
    <issue>
        <id>76</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="4">W0rf0x</reporter>
        <handler id="13">TESLA-X4</handler>
        <priority id="30">normal</priority>
        <severity id="10">feature</severity>
        <reproducibility id="100">N/A</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="30">tweak</projection>
        <category id="5">Feature-Request</category>
        <date_submitted>1307800924</date_submitted>
        <last_updated>1324749431</last_updated>
        <eta id="20">&lt; 1 day</eta>
        <version>0.1.3.5</version>
        <fixed_in_version>0.1.3.6</fixed_in_version>
        <target_version>0.1.3.6</target_version>
        <view_state id="10">public</view_state>
        <summary>Flag/ keyvalue to disable god/notarget in point_viewcontrol</summary>
        <due_date>1</due_date>
        <description>Since there's some people who want to use point_viewcontrol as an actual gameplay element (like sidescroller or top-down view), we should add a flag or keyvalue to disable the forced god/notarget on players currently having the viewcontrol active.</description>
    </issue>
    <issue>
        <id>80</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="17">Maestro Fenix</reporter>
        <handler id="13">TESLA-X4</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="50">minor fix</projection>
        <category id="4">Bug-Report</category>
        <date_submitted>1310542683</date_submitted>
        <last_updated>1324388162</last_updated>
        <eta id="10">none</eta>
        <version>0.1.3.5</version>
        <fixed_in_version>0.1.3.6</fixed_in_version>
        <target_version>0.1.3.6</target_version>
        <view_state id="10">public</view_state>
        <summary>&quot;Fire underwater&quot; option doesnt work for the scripted weapons</summary>
        <due_date>1</due_date>
        <description>&quot;FireUnderWater1&quot; command in the weapon scripts doesnt work. It fires the weapon (display the animation and sound), but the bullet (or the other type of ammo)isnt fired (no damage, no bullet decal if you fire against a wall). The worst of all is that consume ammo.&#13;
&#13;
No idea if &quot;FireUnderWater2&quot; (used in secondary fire) works.</description>
        <steps_to_reproduce>Pick a custom weapon with that option activated.&#13;
&#13;
Go inside the water.&#13;
&#13;
Fire.</steps_to_reproduce>
    </issue>
    <issue>
        <id>74</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="17">Maestro Fenix</reporter>
        <handler id="13">TESLA-X4</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="50">minor fix</projection>
        <category id="4">Bug-Report</category>
        <date_submitted>1306152954</date_submitted>
        <last_updated>1324146729</last_updated>
        <eta id="10">none</eta>
        <version>0.1.3.5</version>
        <fixed_in_version>0.1.3.6</fixed_in_version>
        <target_version>0.1.3.6</target_version>
        <view_state id="10">public</view_state>
        <summary>Buggy gets always running when you die</summary>
        <due_date>1</due_date>
        <description>When you die in the &quot;special way&quot; that i say  in &quot;Steps to Reproduce&quot; box, the buggy continues running, until a wall or something stops it. You cant back to use it. (but you can use the ammunition box of behind).</description>
        <steps_to_reproduce>1º:Get in the buggy and and go parallel close to a wall.&#13;
&#13;
2º:Charge the TAU cannon at max while you running the buggy.&#13;
&#13;
3º: Shoot. You will die as a result of the deflection of the energy shoot. In this moment, the buggy will continue running.</steps_to_reproduce>
    </issue>
    <issue>
        <id>26</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="28">Contron123</reporter>
        <handler id="13">TESLA-X4</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="50">minor fix</projection>
        <category id="4">Bug-Report</category>
        <date_submitted>1278760457</date_submitted>
        <last_updated>1323872728</last_updated>
        <eta id="10">none</eta>
        <platform>Windows 7</platform>
        <version>0.1.3.5</version>
        <fixed_in_version>0.1.3.6</fixed_in_version>
        <target_version>0.1.3.6</target_version>
        <view_state id="10">public</view_state>
        <summary>Give Points window text doesn't fit in the dialog</summary>
        <due_date>1</due_date>
        <description>The give points dialog's text doesn't fit in the window, resulting in only &quot;Please enter the amount of p-&quot; showing up. A minor issue, just lower the font size.</description>
        <steps_to_reproduce>Open the Give Points dialog.</steps_to_reproduce>
        <additional_information>This always happens. I am running on 1600x1200 resolution also.</additional_information>
    </issue>
    <issue>
        <id>22</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="26">shiftey</reporter>
        <handler id="13">TESLA-X4</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="50">minor fix</projection>
        <category id="4">Bug-Report</category>
        <date_submitted>1276406370</date_submitted>
        <last_updated>1323863517</last_updated>
        <eta id="10">none</eta>
        <version>SVN</version>
        <fixed_in_version>0.1.3.6</fixed_in_version>
        <target_version>0.1.3.6</target_version>
        <view_state id="10">public</view_state>
        <summary>func_tank output not firing</summary>
        <due_date>1</due_date>
        <description>The output &quot;OnAmmoDepleted&quot; for the entity &quot;func_tank&quot; does not work. It does not fire when the gun runs out of ammunition as it should.</description>
    </issue>
    <issue>
        <id>102</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="79">raidensnake</reporter>
        <handler id="4">W0rf0x</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="50">minor fix</projection>
        <category id="4">Bug-Report</category>
        <date_submitted>1323719208</date_submitted>
        <last_updated>1323847845</last_updated>
        <eta id="10">none</eta>
        <os>Server 8 Developer Preview (x64)</os>
        <os_build>6.2.8102</os_build>
        <platform>Windows Server</platform>
        <version>0.1.3.5</version>
        <fixed_in_version>0.1.3.6</fixed_in_version>
        <target_version>0.1.3.6</target_version>
        <build>Unknown</build>
        <view_state id="10">public</view_state>
        <summary>Physics Issue</summary>
        <due_date>1</due_date>
        <description>almost impossible to make jumps in cars etc. even when in turbo mode. Same issue with players also.</description>
        <steps_to_reproduce>Any map e.g. Half-Life 2 ect.</steps_to_reproduce>
    </issue>
    <issue>
        <id>45</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="8">Gary</reporter>
        <handler id="13">TESLA-X4</handler>
        <priority id="30">normal</priority>
        <severity id="10">feature</severity>
        <reproducibility id="100">N/A</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="30">tweak</projection>
        <category id="5">Feature-Request</category>
        <date_submitted>1287940519</date_submitted>
        <last_updated>1323418492</last_updated>
        <eta id="10">none</eta>
        <version>0.1.3.5</version>
        <fixed_in_version>0.1.3.6</fixed_in_version>
        <target_version>0.1.3.6</target_version>
        <view_state id="10">public</view_state>
        <summary>Improvements/fixes for env_projectedtexture</summary>
        <due_date>1</due_date>
        <description>Apply the improvements and fixes for env_projectedtexture from the VDC(http://developer.valvesoftware.com/wiki/Env_projectedtexture/fixes). Such as the parenting fix, view model receiving, allow maybe 6 or so RTs and lower the grain.&#13;
&#13;
Cause at the moment env_projectedtextures are not too useful, adding these fixes will make them to be a lot more useful.</description>
    </issue>
    <issue>
        <id>83</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="13">TESLA-X4</reporter>
        <handler id="13">TESLA-X4</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="50">minor fix</projection>
        <category id="4">Bug-Report</category>
        <date_submitted>1311115050</date_submitted>
        <last_updated>1316434583</last_updated>
        <eta id="10">none</eta>
        <os>Windows 7 Ultimate x86</os>
        <os_build>6.1.7600</os_build>
        <platform>Windows</platform>
        <version>0.1.3.5</version>
        <fixed_in_version>0.1.3.6</fixed_in_version>
        <target_version>0.1.3.6</target_version>
        <view_state id="10">public</view_state>
        <summary>point_viewcontrol does not force unscopes when activated</summary>
        <due_date>1</due_date>
        <profile_id>5</profile_id>
        <description>When scoped with a sniper rifle or scripted weapon set up to have a scope, enabling a point_viewcontrol causes the scope overlay and FOV change to remain, while making it impossible to remedy it as well since key presses are ignored.</description>
        <steps_to_reproduce>1) Start a server and change to a map that has at least one point_viewcontrol entity (such as oc_wildfire).&#13;
2) Enter scoped mode, then trigger the point_viewcontrol entity.</steps_to_reproduce>
        <additional_information>Credit to Red for finding this bug.</additional_information>
    </issue>
    <issue>
        <id>38</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="4">W0rf0x</reporter>
        <handler id="13">TESLA-X4</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="50">minor fix</projection>
        <category id="4">Bug-Report</category>
        <date_submitted>1283624731</date_submitted>
        <last_updated>1315827667</last_updated>
        <eta id="10">none</eta>
        <version>0.1.3.5</version>
        <fixed_in_version>0.1.3.6</fixed_in_version>
        <target_version>0.1.3.6</target_version>
        <view_state id="10">public</view_state>
        <summary>Bugs related to player nocollide</summary>
        <due_date>1</due_date>
        <description>The nocollide code has a few flaws that can seriously interrupt gameplay;&#13;
&#13;
-If nocollided players are inside each other while standing on a moving platform (func_tracktrain, func_movelinear, func_door etc.), They block the platform from moving and/or take the blocking damage until everyone moved out of each other, usually resulting in everyone getting instagibbed.&#13;
If the platform is moving down, those players will float in place until they go out of each other.&#13;
&#13;
-Player collision is still predicted on the client, so for a second it will look like you still collide with other players before you can go through them, and movement is overall very sluggish when going through other players.&#13;
&#13;
All of the above applies to both trigger_nocollide and mp_playercollide 0.&#13;
&#13;
-When 2 nocollided players walk out of the trigger_nocollide at the same time, they both will get stuck in each other, checking if the player is currently in another before making them solid again should prevent that.</description>
        <steps_to_reproduce>See description</steps_to_reproduce>
    </issue>
    <issue>
        <id>97</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="62">Plasma HeadCrabD</reporter>
        <priority id="40">high</priority>
        <severity id="10">feature</severity>
        <reproducibility id="100">N/A</reproducibility>
        <status id="10">new</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="5">Feature-Request</category>
        <date_submitted>1315121918</date_submitted>
        <last_updated>1315121918</last_updated>
        <eta id="10">none</eta>
        <version>0.1.3.5</version>
        <view_state id="10">public</view_state>
        <summary>please have more gibs in oc</summary>
        <due_date>1</due_date>
        <description>just like tf2 every player have their gibs.so i think if npc have their gibs well be fun. like zombies you can cut off thier head/legs. bullsquid can cut off their legs. that's all&#13;
just my suggestion :)&#13;
&#13;
also like bms:http://www.youtube.com/watch%3Fv%3D1-7YNZ3pjWQ&amp;sa=U&amp;ei=hypjTrrMO6mUiAfWn52sCg&amp;ved=0CCAQtwIwAA&amp;usg=AFQjCNHV0xKpH-snaSCNK3IfKd2F-LlqxA&#13;
&#13;
fun with gibs</description>
    </issue>
    <issue>
        <id>92</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="70">Davidos</reporter>
        <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="5">Feature-Request</category>
        <date_submitted>1311954348</date_submitted>
        <last_updated>1313529060</last_updated>
        <eta id="10">none</eta>
        <version>0.1.3.5</version>
        <view_state id="10">public</view_state>
        <summary>Different way to modify Ironsights- Angles, instead of origin?</summary>
        <due_date>1</due_date>
        <description>I'm wondering if it's possible to make the ironsights more editable (SMOD/Tactical), as in that it doesn't count on the origin, but that the angle/yaw/pitch can be changed seperately.&#13;
&#13;
As it is now, editing the Y-origin will cause the weapon to sway left and right while aiming up and down with a weapon, thus making the ironsights redundant and non functional when aiming in any other way than up and down if the Y origin is more than 0.5 different from 0.&#13;
&#13;
Another possibility is removing the view sway when looking up and down in the ironsights...</description>
        <steps_to_reproduce>1. Take a weapon.&#13;
2. cl_ironsight_test_wpn_ori_offset_y  -1.0 &gt; x &gt; 1.0&#13;
3. Aim up and down in ironsights, notice that the weapon sways off right and left depending on if you are aiming further upwards or downwards than center screen.</steps_to_reproduce>
        <additional_information>Makes ironsight command and half of the weapons with ironsights (Designed for) practically useless.</additional_information>
    </issue>
    <issue>
        <id>43</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="38">Andrax17</reporter>
        <handler id="13">TESLA-X4</handler>
        <priority id="30">normal</priority>
        <severity id="10">feature</severity>
        <reproducibility id="100">N/A</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="30">tweak</projection>
        <category id="5">Feature-Request</category>
        <date_submitted>1285700382</date_submitted>
        <last_updated>1313386479</last_updated>
        <eta id="10">none</eta>
        <version>0.1.3.5</version>
        <fixed_in_version>0.1.3.6</fixed_in_version>
        <target_version>0.1.3.6</target_version>
        <view_state id="10">public</view_state>
        <summary>Dynamic Crossbow Scope</summary>
        <due_date>1</due_date>
        <description>Crossbow scope that isnt just black screen with crosshair in middle.&#13;
It adds realism to the crossbow scope by replacing the black screen scope with more realistic scope.&#13;
&#13;
You can also see trough the scope when you arent 'aiming' with it.&#13;
&#13;
link to the codes and other info http://developer.valvesoftware.com/wiki/Adding_a_Dynamic_Scope</description>
        <additional_information>one small problem that i know of, is that when you are 'no scoping', the scope seems to ignore the existence of stuff in skybox</additional_information>
    </issue>
    <issue>
        <id>95</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="72">commandhat</reporter>
        <priority id="20">low</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">Bug-Report</category>
        <date_submitted>1313375536</date_submitted>
        <last_updated>1313375536</last_updated>
        <eta id="10">none</eta>
        <os>Windows 7</os>
        <version>0.1.3.5</version>
        <view_state id="10">public</view_state>
        <summary>Sound occasionally cuts out</summary>
        <due_date>1</due_date>
        <description>Randomly while playing singleplayer on any map (maybe multiplayer although I've not experienced this in multiplayer), sound randomly cuts out or plays half-way through. Using the command &quot;stopsounds&quot; in the console fixes this, and every single time this happens, at least one of the sounds listed by &quot;stopsounds&quot; will have a value of -1.</description>
        <steps_to_reproduce>1:Start a singleplayer server.&#13;
2:Play through either long maps or maps that are focused purely on killing piles and piles and piles of npcs. For example, Night Of A Million Zombies. Seems to happen more with npc killing maps.</steps_to_reproduce>
        <additional_information>Might be an engine bug, although this never happens in any other source game or mod.</additional_information>
    </issue>
    <issue>
        <id>91</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="70">Davidos</reporter>
        <priority id="20">low</priority>
        <severity id="40">tweak</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="10">new</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="4">Bug-Report</category>
        <date_submitted>1311926237</date_submitted>
        <last_updated>1313110719</last_updated>
        <eta id="10">none</eta>
        <version>0.1.3.5</version>
        <view_state id="10">public</view_state>
        <summary>[Annoyance] Custom Weapons don't always do damage on hit.</summary>
        <due_date>1</due_date>
        <description>So, after I was testing out the birds on oc_harvest not getting hit with different weapons, I took a few custom weapons and tested those out with increased damage.&#13;
&#13;
A few antlions popped up here and there, and friendly fire was on.&#13;
I fired a few rounds downrange and surely hit the antlion 4 times, the yellow blood sprite spraying everywhere, even forming decals on the area around it, yet somehow it didn't get damaged.&#13;
&#13;
After that, I made a teammate stand infront of me and fired at his lower legs, arms and even in the back. 4/5 shots did NOT do damage. Mind you, the weapon was edited to do 10 HP damage, for the sake of reproducibility check and no armor was involved.&#13;
&#13;
It appears that at certain angles, custom weapons don't do damage.</description>
        <steps_to_reproduce>1. Take a custom weapon.&#13;
2. Choose a target and a random hitbox (Most outer hitboxes seem to have this the most.)&#13;
3. Fire, check for damage.&#13;
4. Even though the bullet struck (Indicated by blood, there should be no damage.</steps_to_reproduce>
        <additional_information>All of these tests I'm pumping out are from my own, unedited server, on LAN.&#13;
&#13;
Note: This glitch was indeed reproduced by other people on the server.</additional_information>
    </issue>
    <issue>
        <id>86</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="70">Davidos</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">Bug-Report</category>
        <date_submitted>1311777965</date_submitted>
        <last_updated>1312313025</last_updated>
        <eta id="10">none</eta>
        <version>0.1.3.5</version>
        <view_state id="10">public</view_state>
        <summary>[Custom Weapons] &quot;Shotgun weapons&quot; Always have same delay.</summary>
        <due_date>1</due_date>
        <description>The shotgun type custom weapons always have the same ammount of delay when firing, no matter how long their animations, for some reason the spas12/xm1014 doesn't show this problem when the fire rate is tweaked, but all the other weapons (Such as the double barreled shotgun downloadable on forums) will have a 4 to 5 second delay, no matter how high the fire rate is.</description>
        <steps_to_reproduce>Download and try custom weapon models, specifically those scripted to be shotguns with custom pumping or NO pumping animations (custom_1887 and custom_dbarrel from the zombie pack: http://www.gamefront.com/files/16254449 are good examples.)</steps_to_reproduce>
    </issue>
    <issue>
        <id>66</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="4">W0rf0x</reporter>
        <handler id="69">z33ky</handler>
        <priority id="30">normal</priority>
        <severity id="10">feature</severity>
        <reproducibility id="100">N/A</reproducibility>
        <status id="50">assigned</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <category id="5">Feature-Request</category>
        <date_submitted>1299968904</date_submitted>
        <last_updated>1312158425</last_updated>
        <eta id="10">none</eta>
        <target_version>0.1.3.6</target_version>
        <view_state id="10">public</view_state>
        <summary>Proper OICW weapon</summary>
        <due_date>1</due_date>
        <description>Making the OICW behave like an actual OICW, mainly by giving it the airburst nade alt-fire. (http://en.wikipedia.org/wiki/Airburst_round) whereas the primary fire can remain the same as it currently does on the scripted weapon.&#13;
&#13;
How we add this secondary fire mode while keeping the scope as well is debatable, either making the scope activate when pressing the ironsight button so the right mouse button controls airburst nades, or adding a new bind to change firemode from bullets to airburst nades, so left mouse button fires nades and right mouse button remains as the scope toggle. This would be more true to the real OICW and would also balance the weapon and not make it too powerful and efficient.&#13;
&#13;
When scoped, it should ideally display the distance to whatever is currently in your crosshair (we should make a new scope texture specially for this weapon), since this would help controlling the airburst nades, which i personally think should detonate when pressing their fire button again after launching one, since i think scoping, setting detonate distance and firing one would be a bit too much trouble for most players.&#13;
&#13;
When an airburst nade is fired, its current traveled distance should be shown on screen (no matter if scoped or not) to help timing the detonation. If the nade hits an object before doing so, it should also explode.&#13;
&#13;
The nades should have barely any drop-off over distance (i used to have a picture showing the drop off, but i can't find it anymore.) and also do damage to all the explosives-only npcs.&#13;
&#13;
Airburst nades should have their own item_ entity.</description>
        <additional_information>I will make some quick placeholder animations for the secondary fire and add it to the SVN sometime soon, as well as a model for the airburst nades.</additional_information>
    </issue>
    <issue>
        <id>93</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="70">Davidos</reporter>
        <handler id="13">TESLA-X4</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="30">tweak</projection>
        <category id="4">Bug-Report</category>
        <date_submitted>1311963772</date_submitted>
        <last_updated>1311993828</last_updated>
        <eta id="10">none</eta>
        <version>0.1.3.5</version>
        <fixed_in_version>0.1.3.6</fixed_in_version>
        <target_version>0.1.3.6</target_version>
        <view_state id="10">public</view_state>
        <summary>sk_plr_num_shotgun_pellets does not seem to have an effect.</summary>
        <due_date>1</due_date>
        <description>Changing the number behind the 'sk_plr_num_shotgun_pellets' does not seem to have any effect, resulting impacts is always 8...</description>
        <steps_to_reproduce>1. Get a shotgun.&#13;
2. sk_plr_num_shotgun_pellets (Anything)&#13;
3. Fire and check for yourself.</steps_to_reproduce>
    </issue>
    <issue>
        <id>78</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="52">drhead</reporter>
        <handler id="13">TESLA-X4</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="50">minor fix</projection>
        <category id="4">Bug-Report</category>
        <date_submitted>1308594225</date_submitted>
        <last_updated>1311803383</last_updated>
        <eta id="10">none</eta>
        <version>0.1.3.5</version>
        <fixed_in_version>0.1.3.6</fixed_in_version>
        <target_version>0.1.3.6</target_version>
        <view_state id="10">public</view_state>
        <summary>oc_harvest - Prop and Bucket Glitching</summary>
        <due_date>1</due_date>
        <description>When any bucket or prop from the hardware store is put in the inventory and taken out, the prop goes back to the motion disabled state and is permanently stuck for the rest of the map.  This does not work for the initial bucket you have.&#13;
</description>
        <steps_to_reproduce>1. Set sv_maxinvobjectweight to 35 to ensure items can be put in inventory.&#13;
2. Buy a prop or bucket from the hardware store.&#13;
3. Suicide or try to take the object out of your inventory.&#13;
&#13;
The prop will be permanently stuck, even if you jump before taking it out.</steps_to_reproduce>
    </issue>
    <issue>
        <id>84</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="17">Maestro Fenix</reporter>
        <handler id="13">TESLA-X4</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="50">minor fix</projection>
        <category id="4">Bug-Report</category>
        <date_submitted>1311667177</date_submitted>
        <last_updated>1311785958</last_updated>
        <eta id="10">none</eta>
        <version>0.1.3.5</version>
        <fixed_in_version>0.1.3.6</fixed_in_version>
        <target_version>0.1.3.6</target_version>
        <view_state id="10">public</view_state>
        <summary>Vortigaunts cant hurt you if you use certain weapons</summary>
        <due_date>1</due_date>
        <description>If you use an ai_relationship entity in a map, you can make the vortigaunts attack you, no?&#13;
&#13;
Ok, this is the problem. For unknown reasons, if you are using certain weapons (if you are using their v_ and w_ models), their energy attacks hit you, but cant hurt you if they attack you in front of you. But if you change to another weapon, or you move and your back/sides are shown, then you recieve damage.&#13;
&#13;
Looks like the problem are in the custom weapons, but i dont know what can make this problem.</description>
        <steps_to_reproduce>Select a custom weapon (the AWP is a good example for this bug).&#13;
&#13;
Find an enemy vort, use the awp and wait for their attack (you must aim to it in order the bug happen).&#13;
&#13;
Then, change the weapon or rotate, and then wait for their attack.</steps_to_reproduce>
    </issue>
    <issue>
        <id>36</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="4">W0rf0x</reporter>
        <handler id="13">TESLA-X4</handler>
        <priority id="60">immediate</priority>
        <severity id="10">feature</severity>
        <reproducibility id="100">N/A</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="50">minor fix</projection>
        <category id="4">Bug-Report</category>
        <date_submitted>1283623713</date_submitted>
        <last_updated>1311607218</last_updated>
        <eta id="10">none</eta>
        <version>0.1.3.5</version>
        <fixed_in_version>0.1.3.6</fixed_in_version>
        <target_version>0.1.3.6</target_version>
        <view_state id="10">public</view_state>
        <summary>Ways around telefragging</summary>
        <due_date>1</due_date>
        <description>In order to properly fix the hl2 campaigns, we need to get rid of telefragging. Here's a few solutions i thought of:&#13;
&#13;
1. Players turn non-solid in case they would teleport into each other until they moved out of each other.&#13;
&#13;
2. If &quot;mp_playercollide 0&quot; is set or the place they get teleported in is surrounded by a trigger_nocollide, telefragging will be disabled. (mp_playercollide 0 will probably be set as a default in all hl2 campaign maps.)</description>
    </issue>
    <issue>
        <id>11</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="12">psyche</reporter>
        <handler id="13">TESLA-X4</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">Bug-Report</category>
        <date_submitted>1275431271</date_submitted>
        <last_updated>1311512576</last_updated>
        <eta id="10">none</eta>
        <version>0.1.3.5</version>
        <fixed_in_version>0.1.3.6</fixed_in_version>
        <target_version>0.1.3.6</target_version>
        <view_state id="10">public</view_state>
        <summary>Weapons without ironsights, when you press the ironsights key, makes your cross hair disappear</summary>
        <due_date>1</due_date>
        <description>Weapons that don't have a ironsight make your reticule disappear when you press the ironsight key.</description>
    </issue>
    <issue>
        <id>72</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="4">W0rf0x</reporter>
        <handler id="13">TESLA-X4</handler>
        <priority id="30">normal</priority>
        <severity id="10">feature</severity>
        <reproducibility id="100">N/A</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="30">tweak</projection>
        <category id="5">Feature-Request</category>
        <date_submitted>1305319972</date_submitted>
        <last_updated>1311500950</last_updated>
        <eta id="10">none</eta>
        <version>0.1.3.5</version>
        <fixed_in_version>0.1.3.6</fixed_in_version>
        <target_version>0.1.3.6</target_version>
        <view_state id="10">public</view_state>
        <summary>&quot;FadeForActivatorOnly&quot; Input for env_fade</summary>
        <due_date>1</due_date>
        <description>An input to make an env_fade only affect the activator.</description>
    </issue>
    <issue>
        <id>81</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="17">Maestro Fenix</reporter>
        <handler id="13">TESLA-X4</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="5">Feature-Request</category>
        <date_submitted>1310802697</date_submitted>
        <last_updated>1311085589</last_updated>
        <eta id="10">none</eta>
        <version>0.1.3.5</version>
        <fixed_in_version>0.1.3.6</fixed_in_version>
        <view_state id="10">public</view_state>
        <summary>Disable Barnacles &quot;attacking&quot; Ichthyosaurs</summary>
        <due_date>1</due_date>
        <description>In some maps where are barnacles near of zones with water, where are Ichthyosaurs too (for example the map c2a3a, HLS), is annoying that most of the times you can avoid fight with it because a barnacle trapped and killed it (but like with the zombies, they dont ate it).&#13;
&#13;
So i want know if is possible to &quot;make&quot; that the barnacle ignore the ichthyosaur.</description>
    </issue>
    <issue>
        <id>82</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="68">eyefunk</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="5">Feature-Request</category>
        <date_submitted>1310873839</date_submitted>
        <last_updated>1310937603</last_updated>
        <eta id="10">none</eta>
        <view_state id="10">public</view_state>
        <summary>A Crabsynth would be a very nice addition to the mod.</summary>
        <due_date>1</due_date>
        <description>The Crabsynth, a enemy removed from HL2 but still has all of its animations, would be an amazing addition to Obsidian Conflict.  It would be pretty easy just to add it, and the character itself is very interesting and unique.  I imagine it being used in maps like oc_cardwar.  The Crabsynth would be a great addition to the game because of all of its features and uniqueness.&#13;
&#13;
</description>
        <steps_to_reproduce>Basically just take the model and animations and create the NPC as a working one.  Personally, I have no clue how to make NPCs, so I may think its easier said than done, but all of the animations are there for you to put together for a NPC.  All you would have to make is an animation and particle for it shooting its minigun attached to its bottom side. </steps_to_reproduce>
        <additional_information>I personally would love to see this great half life 2 model/character put into action in a great mod like yours.  </additional_information>
    </issue>
    <issue>
        <id>33</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="4">W0rf0x</reporter>
        <handler id="1">neico</handler>
        <priority id="30">normal</priority>
        <severity id="50">minor</severity>
        <reproducibility id="10">always</reproducibility>
        <status id="50">assigned</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <date_submitted>1282872785</date_submitted>
        <last_updated>1304611823</last_updated>
        <eta id="20">&lt; 1 day</eta>
        <version>0.1.3.5</version>
        <fixed_in_version>0.1.3.6</fixed_in_version>
        <target_version>0.1.3.6</target_version>
        <view_state id="10">public</view_state>
        <summary>npc_zombine not accepting custom models</summary>
        <due_date>1</due_date>
        <description>Its impossible to change the npc_zombine's model in hammer with the &quot;Custom Model&quot; keyvalue, will always use the default model ingame.</description>
        <steps_to_reproduce>Place a zombine and try to set a custom model.</steps_to_reproduce>
    </issue>
    <issue>
        <id>30</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="32">Tallfire</reporter>
        <handler id="36">mmavipc</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>
        <date_submitted>1280760384</date_submitted>
        <last_updated>1301784654</last_updated>
        <eta id="10">none</eta>
        <version>0.1.3.5</version>
        <fixed_in_version>0.1.3.6</fixed_in_version>
        <target_version>0.1.3.6</target_version>
        <view_state id="10">public</view_state>
        <summary>Unable to pick up previously submerged dropped ammo.</summary>
        <due_date>1</due_date>
        <description>Ammo dropped from &quot;dropammo&quot; menu unable to be picked up if collided with water.</description>
        <steps_to_reproduce>Stand on shallow water or near a large source of water and drop ammo. </steps_to_reproduce>
        <additional_information>Tested with shotgun shells and pistol rounds on oc_sitches. The ammo will begin to float upon submersion, it can be manipulated and moved with the use key but will not be transferred into ammo a player can use.</additional_information>
    </issue>
    <issue>
        <id>29</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="13">TESLA-X4</reporter>
        <handler id="36">mmavipc</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>
        <date_submitted>1280637954</date_submitted>
        <last_updated>1301776938</last_updated>
        <eta id="10">none</eta>
        <version>0.1.3.5</version>
        <fixed_in_version>0.1.3.6</fixed_in_version>
        <target_version>0.1.3.6</target_version>
        <view_state id="10">public</view_state>
        <summary>Weapons respawn at incorrect locations on certain maps</summary>
        <due_date>1</due_date>
        <description>Hello, I noticed that on certain maps, weapons respawn at an incorrect place on the map after being picked up (e.g. the G3 in the theatre on oc_waking_dead and the .357 Magnum above the fireplace on ocf_deadland). As long as weapons placed by level designers have bounding boxes that intersect other entities or world geometry, the weapon will not respawn correctly.&#13;
This isn't a map bug, but a code one (that dates all the way back to HL2DM). There is a fix available for this: http://developer.valvesoftware.com/wiki/Weapon_Respawn_Fix&#13;
It would be nice if this fix was integrated in OC, since this bug is very common. Thanks.</description>
        <steps_to_reproduce>Start a server, lower the weapon respawn delay, and do either of the following:&#13;
ocf_deadland:&#13;
Pick up the magnum above the fireplace (setpos -214 404 170;setang 1 99 0). It will no longer respawn at the same place, instead respawning at 0 0 0 (near the flare in the basement).&#13;
&#13;
oc_waking_dead:&#13;
There are several weapons on this map that suffer from this bug, but I will only provide two examples here.&#13;
The Aug/Bullpup:&#13;
Pick it up (setpos 2483 -3462 -700;setang 15 -55 0) and it will no longer respawn there.&#13;
The G3:&#13;
Pick it up (setpos -3809 90 -730;setang 4 6 0  You may need to break through the wood boarding first), and it no longer respawns there.&#13;
In either case, the weapon respawns at 0 0 0, and by the time players reach there in a normal play-through, many other weapons are also continually respawning there.</steps_to_reproduce>
    </issue>
    <issue>
        <id>68</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="57">Suppercut</reporter>
        <priority id="30">normal</priority>
        <severity id="10">feature</severity>
        <reproducibility id="100">N/A</reproducibility>
        <status id="10">new</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <date_submitted>1300365341</date_submitted>
        <last_updated>1300365415</last_updated>
        <eta id="10">none</eta>
        <view_state id="10">public</view_state>
        <summary>Objective System</summary>
        <due_date>1</due_date>
        <description>An objective system would be useful to both mappers and players alike. It can help guide players as to what they are doing at all times. &#13;
&#13;
What I suggest is to add to the scoreboard a small part at the bottom in which basic details about an objective (controlled by firing inputs of an entity, say, game_objective) like description, linked objects, time limits, etc are displayed. Also, linking a waypoint to the objective will cause that waypoint to show up on the radar (if the mapper has decided to include a radar image for their map). Also, an addition of an objective would cause a notification to pop up, for example &quot;New Objective: &quot; or &quot;Updated Objective List: &quot;. Also, being able to open and close objective details provide support for multiple objectives.</description>
        <additional_information>Here's my idea for the game_objective entity's inputs. It doesn't have to be exactly like this, it's just the way I see it.&#13;
&#13;
Inputs would be similar to this:&#13;
SetObjectiveTitle &lt;string&gt; &#13;
SetObjectiveDescription &lt;string&gt; (Optional.)&#13;
SetObjectiveLinkedObject &lt;targetname&gt; (Optional. If this is an NPC, the objective will display that NPC's Custom Name. If not, it will display class name.)&#13;
SetObjectiveLinkedWaypoint &lt;targetname&gt; (Optionally links an info_waypoint to the objective, to be shown on the map)&#13;
SetObjectiveIcon &lt;string&gt; (Optionally link a sprite with the objective.)&#13;
SetObjectiveTimer &lt;value&gt; (Optional. Sets a timer, like game_countdown_timer)&#13;
NotifyObjective &lt;string&gt; (Tells players of the objective named string. For example, NotifyObjective Kill Breen! will cause, given the objective has at least the name and icon filled out, a notification of &quot;New Objective: Kill Breen!&quot; along with its icon appears.)&#13;
CompleteObjective &lt;string&gt; (Tells all players that the objective named string has been completed and removes it from the objectives menu.)&#13;
FailObjective &lt;string&gt; (Same as above, but it tells the players they failed. It doesn't end the game, so you can have optional objectives.)</additional_information>
    </issue>
    <issue>
        <id>49</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="42">dominichax</reporter>
        <handler id="36">mmavipc</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>
        <date_submitted>1290846621</date_submitted>
        <last_updated>1299898636</last_updated>
        <eta id="30">2-3 days</eta>
        <os>Windows 7</os>
        <os_build>fully updated</os_build>
        <platform>PC</platform>
        <version>0.1.3.5</version>
        <fixed_in_version>0.1.3.6</fixed_in_version>
        <target_version>0.1.3.6</target_version>
        <view_state id="10">public</view_state>
        <summary>Sometimes Rocket launcher hits team mate which hurts you.</summary>
        <due_date>1</due_date>
        <description>Pretty much imagine you shoot a rocket and a team mate steps in front of the rocket, well the rocket explodes and hurts you.. &#13;
&#13;
This could be easily exploited to annoy people too..</description>
        <steps_to_reproduce>get a rpg, get a team mate shoot at team mate, the rpg obviously does not go through team mates.</steps_to_reproduce>
        <additional_information>The rockets don't go through team mates.</additional_information>
    </issue>
    <issue>
        <id>31</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="34">jerC</reporter>
        <handler id="36">mmavipc</handler>
        <priority id="30">normal</priority>
        <severity id="40">tweak</severity>
        <reproducibility id="30">sometimes</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <date_submitted>1281361509</date_submitted>
        <last_updated>1299810693</last_updated>
        <eta id="10">none</eta>
        <version>0.1.3.5</version>
        <fixed_in_version>0.1.3.6</fixed_in_version>
        <target_version>0.1.3.6</target_version>
        <view_state id="10">public</view_state>
        <summary>RPG and Tau cannon ammo bug</summary>
        <due_date>1</due_date>
        <description>If you drop an RPG or Tau cannon with ammo in it and take it again,no matter how ammo it did have before,it will be empty.</description>
        <steps_to_reproduce>Get a RPG or a Tau cannon with ammo,drop it and see what happend if you take it again.</steps_to_reproduce>
        <additional_information>I did report this bug before but I was told it would be fixed..but it's not!</additional_information>
    </issue>
    <issue>
        <id>63</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="17">Maestro Fenix</reporter>
        <priority id="30">normal</priority>
        <severity id="10">feature</severity>
        <reproducibility id="100">N/A</reproducibility>
        <status id="10">new</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <date_submitted>1299527735</date_submitted>
        <last_updated>1299710543</last_updated>
        <eta id="10">none</eta>
        <version>0.1.3.5</version>
        <view_state id="10">public</view_state>
        <summary>Add the monster_osprey, monster_sentry, monster_turret, monster_tripmine and (optional) monster_miniturret entities to OC</summary>
        <due_date>1</due_date>
        <description>These entities works perfectly in Obsidian Conflict, so can be useful for the mappers. &#13;
&#13;
The only thing that is bad is about the model and sound replacements (without Half-Life: Source, there are useless), that must need be have the same skeleton (or at least the same name in the bones) to get work. &#13;
&#13;
I´m continue working on this, so i´ll update this if i find something important.&#13;
&#13;
&#13;
(The monster_tripmine takes automatically the S.L.A.M. model and (i think) their sounds, so it will not any problems to add it).&#13;
&#13;
Maybe if i get work it, i´ll add to the request monster_satchel.</description>
    </issue>
    <issue>
        <id>17</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="21">kukiric</reporter>
        <handler id="36">mmavipc</handler>
        <priority id="30">normal</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>
        <date_submitted>1275596695</date_submitted>
        <last_updated>1299678100</last_updated>
        <eta id="10">none</eta>
        <os>Windows 7</os>
        <platform>PC</platform>
        <version>0.1.3.5</version>
        <fixed_in_version>0.1.3.6</fixed_in_version>
        <target_version>0.1.3.6</target_version>
        <view_state id="10">public</view_state>
        <summary>Crossbow crash on shooting gibs</summary>
        <due_date>1</due_date>
        <description>The game will crash the server and all clients whenever a player shoots another player's gibs.</description>
        <steps_to_reproduce>Make another player gib (By explosion) and shoot his gibs with a crossbow.</steps_to_reproduce>
        <additional_information>May only happen a few seconds after a gib is shot, or the gib suffers a physics force, or even when someone presses +USE on it.</additional_information>
    </issue>
    <issue>
        <id>64</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="55">Pachira</reporter>
        <priority id="10">none</priority>
        <severity id="10">feature</severity>
        <reproducibility id="100">N/A</reproducibility>
        <status id="10">new</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <date_submitted>1299643861</date_submitted>
        <last_updated>1299643861</last_updated>
        <eta id="10">none</eta>
        <view_state id="10">public</view_state>
        <summary>Option to disable NPC gibbing or have gibs that are NPC specific (I.E. Combine soldier gibs for combine soldiers)</summary>
        <due_date>1</due_date>
        <description>Hi, I'd like to have an option that lets you disable NPC gibbing. Either that or gibs relating to the NPC that is gibbed rather than bones. Thanks</description>
    </issue>
    <issue>
        <id>35</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="34">jerC</reporter>
        <handler id="36">mmavipc</handler>
        <priority id="40">high</priority>
        <severity id="70">crash</severity>
        <reproducibility id="50">random</reproducibility>
        <status id="80">resolved</status>
        <resolution id="20">fixed</resolution>
        <projection id="10">none</projection>
        <date_submitted>1283104694</date_submitted>
        <last_updated>1299501993</last_updated>
        <eta id="10">none</eta>
        <version>0.1.3.5</version>
        <fixed_in_version>0.1.3.6</fixed_in_version>
        <target_version>0.1.3.6</target_version>
        <view_state id="10">public</view_state>
        <summary>Manhack killing defender crash the game.</summary>
        <due_date>1</due_date>
        <description>If there is a manhack that kill a defender(like in kake or cardwar),the game will crash.</description>
        <steps_to_reproduce>Mentioned above,get a manhack to kill a defender.</steps_to_reproduce>
        <additional_information>Since the manhack and defender are allies by default,it wont happend on normal maps,but is annyoing on maps like kake or cardwar.</additional_information>
    </issue>
    <issue>
        <id>61</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="4">W0rf0x</reporter>
        <handler id="36">mmavipc</handler>
        <priority id="30">normal</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>
        <date_submitted>1298296810</date_submitted>
        <last_updated>1299501969</last_updated>
        <eta id="10">none</eta>
        <version>0.1.3.5</version>
        <fixed_in_version>0.1.3.6</fixed_in_version>
        <target_version>0.1.3.6</target_version>
        <view_state id="10">public</view_state>
        <summary>Keyvalue/flag to disable a NPC's information showing up on HUD</summary>
        <due_date>1</due_date>
        <description>A way to disable certain NPCs from showing up on the HUD, so for example &quot;hidden&quot; NPCs or zombies in slump pose won't get revealed to still be alive by simply aiming at them.&#13;
&#13;
Maybe if possible also an input to re-enable the NPC's info showing up on HUD again.</description>
    </issue>
    <issue>
        <id>19</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="23">stefen99</reporter>
        <handler id="5">Tysn</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>
        <date_submitted>1275940590</date_submitted>
        <last_updated>1285814098</last_updated>
        <eta id="10">none</eta>
        <version>0.1.3.5</version>
        <fixed_in_version>0.1.3.6</fixed_in_version>
        <target_version>0.1.3.6</target_version>
        <view_state id="10">public</view_state>
        <summary>Cardwar bug</summary>
        <due_date>1</due_date>
        <description>in cardwar if you wait at the switch to start the game and hit it the instant it becomes availible it makes it so the doors dont open, even when the other team is ready.</description>
        <steps_to_reproduce>start the round, wait at the lever for it to end, mash the button</steps_to_reproduce>
    </issue>
    <issue>
        <id>40</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="4">W0rf0x</reporter>
        <handler id="1">neico</handler>
        <priority id="60">immediate</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>
        <date_submitted>1283650237</date_submitted>
        <last_updated>1285685138</last_updated>
        <eta id="20">&lt; 1 day</eta>
        <version>0.1.3.5</version>
        <fixed_in_version>0.1.3.6</fixed_in_version>
        <target_version>0.1.3.6</target_version>
        <view_state id="10">public</view_state>
        <summary>&quot;GiveLivesToDeadPlayers&quot; input for game_lives_manager</summary>
        <due_date>1</due_date>
        <description>As the title says, a way to only give dead players a new live, so you could have checkpoints in maps to resurrect dead players without giving everyone else who's still alive another extra live.</description>
    </issue>
    <issue>
        <id>39</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="4">W0rf0x</reporter>
        <handler id="1">neico</handler>
        <priority id="60">immediate</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>
        <date_submitted>1283650083</date_submitted>
        <last_updated>1285685138</last_updated>
        <eta id="20">&lt; 1 day</eta>
        <version>0.1.3.5</version>
        <fixed_in_version>0.1.3.6</fixed_in_version>
        <target_version>0.1.3.6</target_version>
        <view_state id="10">public</view_state>
        <summary>Changing game over behaviour in lives mode</summary>
        <due_date>1</due_date>
        <description>Basically a way to change the &quot;game over&quot; behaviour when all players ran out of lives, changing from the current one that ends the game and goes to the next map in the mapcycle to one that restarts the current map instead.&#13;
&#13;
Could be a cvar alas &quot;mp_gameover_type&quot;, 0 for the current one, and 1 for maprestart.&#13;
For the future, you could also set it to 2 for a &quot;custom&quot; one that will fire a &quot;OnAllplayersDead&quot; output in the game_lives_manager to allow mappers to play a ending scene or something.&#13;
&#13;
But for now only 0 and 1 are important since the hl2 campaigns will use lives and the current way of how game overs are handled doesn't work too well with that.</description>
    </issue>
    <issue>
        <id>34</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="4">W0rf0x</reporter>
        <handler id="1">neico</handler>
        <priority id="30">normal</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>
        <date_submitted>1282872939</date_submitted>
        <last_updated>1285685138</last_updated>
        <eta id="20">&lt; 1 day</eta>
        <version>0.1.3.5</version>
        <fixed_in_version>0.1.3.6</fixed_in_version>
        <target_version>0.1.3.6</target_version>
        <view_state id="10">public</view_state>
        <summary>Option to disable npc_zombine pulling grenades</summary>
        <due_date>1</due_date>
        <description>A keyvalue/ flag in the zombine's properties to prevent it from pulling any grenades.</description>
    </issue>
    <issue>
        <id>21</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="1">neico</reporter>
        <handler id="1">neico</handler>
        <priority id="40">high</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>
        <date_submitted>1276285268</date_submitted>
        <last_updated>1285685138</last_updated>
        <eta id="20">&lt; 1 day</eta>
        <os>Microsoft Windows 7 Ultimate x64</os>
        <os_build>6.1.7600</os_build>
        <platform>Alastor</platform>
        <version>0.1.3.5</version>
        <fixed_in_version>0.1.3.6</fixed_in_version>
        <target_version>0.1.3.6</target_version>
        <view_state id="10">public</view_state>
        <summary>ch_createvehicle</summary>
        <due_date>1</due_date>
        <profile_id>1</profile_id>
        <description>A Command that replaces ch_createairboat ch_createjeep and ch_createjalopy and combines them so that if you use ch_createvehicle it only spawns an airboat jeep or jalopy according to if the map allows it.&#13;
&#13;
and 3 optional parameters which work like that:&#13;
&#13;
ch_createvehicle &lt;vehicle name&gt; &lt;model name&gt; &lt;script name&gt;&#13;
&#13;
where &lt;vehicle name&gt; can be: &quot;airboat&quot;, &quot;jeep&quot;, &quot;jalopy&quot; and maybe some others (suggestions needed)&#13;
&#13;
and &lt;model name&gt; is a path inside the models folder ex: jalopy has models/vehicle.mdl which would be here &quot;vehicle.mdl&quot;&#13;
&#13;
and &lt;script name&gt; to specify a vehcile script that should be used ex: jalopy has scripts/vehicle/jalopy.txt and would be here &quot;jalopy.txt&quot;</description>
    </issue>
    <issue>
        <id>8</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="1">neico</reporter>
        <handler id="5">Tysn</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>
        <date_submitted>1275347278</date_submitted>
        <last_updated>1285684310</last_updated>
        <eta id="10">none</eta>
        <version>0.1.3.5</version>
        <fixed_in_version>0.1.3.6</fixed_in_version>
        <target_version>0.1.3.6</target_version>
        <view_state id="10">public</view_state>
        <summary>oc_harvest night kill bug</summary>
        <due_date>1</due_date>
        <description>As you can see on the pictures, they just place themselfs on the edge on the rock (at the Spa) and they won't get affected by the Night Kill Trigger, you should consider raising the trigger volume Tysn.</description>
        <additional_information>Thanks for Kandy Kane to notice</additional_information>
    </issue>
    <issue>
        <id>32</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="36">mmavipc</reporter>
        <priority id="20">low</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>
        <date_submitted>1282499817</date_submitted>
        <last_updated>1285515578</last_updated>
        <eta id="10">none</eta>
        <version>0.1.3.5</version>
        <target_version>SVN</target_version>
        <view_state id="10">public</view_state>
        <summary>Dynamic SteamID checks for donators/mod-banned people</summary>
        <due_date>1</due_date>
        <description>They should be made dynamic, but encrypted with a public-key system. In a public-key system, things encrypted with the private key can only be decrypted with the public key, and vice-versa. Things encrypted with the public key can't be decrypted with the public key. If you kept the private key on your end, and give the public key to the clients(server.dll and client.dll).  If this is used in-combination with the current static system, I think it could be a great addition.</description>
    </issue>
    <issue>
        <id>24</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="27">madsprayerdk</reporter>
        <handler id="1">neico</handler>
        <priority id="30">normal</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>
        <date_submitted>1276944901</date_submitted>
        <last_updated>1280331088</last_updated>
        <eta id="10">none</eta>
        <version>0.1.3.5</version>
        <fixed_in_version>0.1.3.6</fixed_in_version>
        <target_version>0.1.3.6</target_version>
        <view_state id="10">public</view_state>
        <summary>More php commands for MOTD</summary>
        <due_date>1</due_date>
        <description>Currently we have $_GET['version'], to get the version of the game.&#13;
&#13;
Additions could be&#13;
&#13;
Name: $_GET['playername'], return the name of the connected player&#13;
SteamID: $_GET['steamid'], return the Steam ID of the connected player&#13;
Country: $_GET['country'] or $_GET['countrycode'], return the country of the connected player (Geoip)&#13;
&#13;
These can help making a more dynamic and even personal MOTD.</description>
    </issue>
    <issue>
        <id>9</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="12">psyche</reporter>
        <handler id="4">W0rf0x</handler>
        <priority id="40">high</priority>
        <severity id="70">crash</severity>
        <reproducibility id="100">N/A</reproducibility>
        <status id="30">acknowledged</status>
        <resolution id="10">open</resolution>
        <projection id="10">none</projection>
        <date_submitted>1275352473</date_submitted>
        <last_updated>1280242167</last_updated>
        <eta id="10">none</eta>
        <version>0.1.3.5</version>
        <target_version>0.1.3.6</target_version>
        <view_state id="10">public</view_state>
        <summary>HL2 EP1 Grav Gun Spam</summary>
        <due_date>1</due_date>
        <description>If someone is timed out when they spawn for the first level of the EP1 campaign, the map keeps spawning gravity guns until the server crashes.</description>
        <steps_to_reproduce>have someone  time out as they go into the EP1 campaign, after the cutscene it will be raining grav guns.</steps_to_reproduce>
    </issue>
    <issue>
        <id>2</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="7">Kinsmir</reporter>
        <handler id="1">neico</handler>
        <priority id="30">normal</priority>
        <severity id="10">feature</severity>
        <reproducibility id="100">N/A</reproducibility>
        <status id="30">acknowledged</status>
        <resolution id="80">suspended</resolution>
        <projection id="70">major rework</projection>
        <date_submitted>1265582959</date_submitted>
        <last_updated>1280242108</last_updated>
        <eta id="40">&lt; 1 week</eta>
        <target_version>SVN</target_version>
        <view_state id="10">public</view_state>
        <summary>Steam Browser Protocol</summary>
        <due_date>1</due_date>
        <description>Make use of steam browser protocol.&#13;
http://developer.valvesoftware.com/wiki/Steam_browser_protocol&#13;
to make by example some add to friends (steam) from the scoreboard and or show profile.&#13;
&#13;
Also other things are possible, like install a game, delete, or open a web page.</description>
        <additional_information>example (same as the valve wiki, little bit edited):&#13;
 steam://friends/&#13;
    Opens Friends. These sub-commands are accepted:&#13;
&#13;
    steam://friends/add/&lt;id&gt;&#13;
        Adds user with specified id number &#13;
    steam://friends/players&#13;
        Shows list of users with whom you recently played &#13;
    steam://friends/joinchat/&lt;id&gt;&#13;
        Joins a chat with a specified id number &#13;
    steam://friends/message/&lt;id&gt;&#13;
        Send a message &#13;
&#13;
 steam://install/&lt;id&gt;&#13;
    Installs an application.&#13;
&#13;
        * Example: steam://install/8230 installs Sam &amp; Max: Episode 4. &#13;
(the install and preload option, can be used sometime to install a game, without buying it (you can't play it))</additional_information>
    </issue>
    <issue>
        <id>23</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="13">TESLA-X4</reporter>
        <handler id="1">neico</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>
        <date_submitted>1276535403</date_submitted>
        <last_updated>1280241932</last_updated>
        <eta id="10">none</eta>
        <version>0.1.3.5</version>
        <fixed_in_version>0.1.3.6</fixed_in_version>
        <target_version>0.1.3.6</target_version>
        <view_state id="10">public</view_state>
        <summary>Crosshair turns dark blue when FOV is 90 or greater</summary>
        <due_date>1</due_date>
        <description>I noticed that when I set my Field-of-View to 90, the crosshair turns dark blue, making it hard to see. It appears to only affect 90 degrees or higher, since setting it to 89 turns the crosshair white again. This bug appears regardless of the server being a listen or a dedicated one.</description>
        <steps_to_reproduce>Start a server, then use the fov command to set your fov to 90.</steps_to_reproduce>
    </issue>
    <issue>
        <id>4</id>
        <project id="1">Obsidian Conflict</project>
        <reporter id="11">subenji</reporter>
        <handler id="1">neico</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>
        <date_submitted>1275288087</date_submitted>
        <last_updated>1276058003</last_updated>
        <eta id="20">&lt; 1 day</eta>
        <os>Windows</os>
        <os_build>Vista</os_build>
        <platform>Source listen server</platform>
        <version>0.1.3.5</version>
        <fixed_in_version>0.1.3.6</fixed_in_version>
        <view_state id="10">public</view_state>
        <summary>Faulty &quot;banned user&quot;</summary>
        <due_date>1</due_date>
        <description>A player who was apparently banned from the mod altogether attempted to join my listen server - when this occurred, my server shut down and my console contained:&#13;
&quot;[OC]You are banned from this mod.&quot;&#13;
&#13;
I was able to start a new server immediately, and later successfully joined other servers, so it did not affect me.&#13;
While I feel that such a user joining a server with the result of it shutting down is a major bug, I do not know how dedicated servers handle this, so this bug may actually be minor.</description>
        <steps_to_reproduce>Host a listen server&#13;
Have a &quot;banned from mod&quot; user attempt to join the server</steps_to_reproduce>
        <additional_information>Unfortunately, I forgot the name of the player in question that triggered this.  I believe the name began with a Z, and was 6 characters long, but I suppose who it was may not matter.</additional_information>
    </issue>
</mantis>
