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		<title>Original War Support Bug Tracker ~ Open Feature Requests</title>
		<link>https://bugs.owsupport.com:443/</link>
		<description>Original War Support Bug Tracker</description>
		<language>en-us</language>
		<image>
					<url>https://bugs.owsupport.com:443/iconsets/oxygen/modules//logo_24.png</url>
					<title>Original War Support Bug Tracker ~ Open Feature Requests</title>
			<link>https://bugs.owsupport.com:443/</link>
		</image>
		
		<item>
			<title>#419 - Make it possible to call functions (or some type of functions) directly in game (&quot;Function maker&quot; with SGUI), if the map allows it // and add &quot;GetCursorX&quot; and &quot;GetCursorY&quot; functions.</title>
						<description><![CDATA[This feature request would be useful for some mods, like the SANDBOX multiplayer mod.

Whether it is thanks to the chat or any other type of work, SGUI included, make it possible to call a function with a given value. For instance, we would love to use this in our multiplayer games:

PlaySound(GetX(Bobby),GetY(Bobby),'dialog05');

'dialog5' would be the value the player choses by himself. He would be free to type this value in a text box that could perhaps be implemented with SGUI. The reason to this is to avoid making 999,999,999 buttons for the same function, because obviously we want to use more than one sound.

In SGUI you could add a special window called "Function maker" with three two buttons. In the first one, it would be a list of the available functions the players can choose (the modder would be able to tell which function they can pick in a new settings file located in the maps folder to avoid any form of cheating).

The second button would be the parameters.

For instance, the player opens "Function maker" and selects "PlaySound" function. The SGUI detects PlaySound and prepares the text box dedicated to this function. PlaySound needs three parameters, so it allows the player to use three parameters. The player can write the parameters directly in the text box, or can choose the parameters from a list (like they did to pick the function, but in that case the modder also has to specify which parameters are available to pick).

Make it possible to use GetCursorX and GetCursorY to make it easier for players to use the "Function Maker" window.

In the end, the player could end up with a function like this "PlaySoundXY(GetCursorX,GetCursorY,'dialog5');"

This could be used for other uses as long as the modder allows some sort of liberty, originality and fun to his maps. For instance, if the modder allows it on his map:
- Create crates, units, buildings at the cursor location ;
- PlaceSeeing at cursor location
- PlaceEnvironment
- etc.]]></description>
						<pubDate>Fri, 15 Sep 2017 01:03:39 GMT</pubDate>
			<link>https://bugs.owsupport.com:443/originalwar/issues/419</link>
			<guid>https://bugs.owsupport.com:443/originalwar/issues/419</guid>
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			<title>#420 - MaintainEnvironment(area,a,b,c); Mek it possible to re-grow environments in an area, differnet from PlateTreestoArea(area,a,b,c);</title>
						<description><![CDATA[MaintainEnvironment(area,a,b,c);

Area -> Name of th area.
A -> List of environment categories the game should loook fro.
B -> Number of environments there should be in the area.
C -> The time it should take before it starts re-grwoign environemtsn.

if the number of enviroenments is lower than B, make the game respawn environmetns in the area after C (timer).]]></description>
						<pubDate>Fri, 15 Sep 2017 19:18:09 GMT</pubDate>
			<link>https://bugs.owsupport.com:443/originalwar/issues/420</link>
			<guid>https://bugs.owsupport.com:443/originalwar/issues/420</guid>
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			<title>#273 - Ability to assign Russian &amp; American/Arabian materialisation prediction and Biodetection on other objects.</title>
						<description><![CDATA[As the summary says, I'm wondering if it's possible to make materialisation prediction and biodetection independent of the laboratories. Currently the aforementioned abilities require opto-electronic, computer or biological laboratory to be built under a player's or his ally's control. (apart from specific technologies required to be researched)

The change I'd love to see would be either a SAIL command or a variable within the .txt files that would allow a person to assign the ability to any building, weapon, vehicle or profession type.

Why did I mention the last two options? As always, modders. A custom faction could - for example - feature a non-combat class that specialises in localising objects and revealing the area. Basicly a human version of a radar combined with aforementioned abilities. It's a fun example to think of if the feature gets added.]]></description>
						<pubDate>Tue, 19 Sep 2017 18:49:14 GMT</pubDate>
			<link>https://bugs.owsupport.com:443/originalwar/issues/273</link>
			<guid>https://bugs.owsupport.com:443/originalwar/issues/273</guid>
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			<title>#433 - Add Event VehicleHacked</title>
						<description><![CDATA[Add Event VehicleHacked. VehicleCaptured is I think fired when it's hacked, but you don't know if the captured vehicle was hacked or "captured" by mechanic.]]></description>
						<pubDate>Sat, 07 Oct 2017 18:10:37 GMT</pubDate>
			<link>https://bugs.owsupport.com:443/originalwar/issues/433</link>
			<guid>https://bugs.owsupport.com:443/originalwar/issues/433</guid>
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			<title>#444 - PakView - Create/Open dialog - make it show &quot;Favorite folders&quot;, &quot;Documents&quot; etc.</title>
						<description><![CDATA[PakView - Create/Open dialog - make it show "Favorite folders", "Documents" etc.

Currently there's only a tree dialog starting in drive C: (Win)]]></description>
						<pubDate>Sat, 11 Nov 2017 18:12:19 GMT</pubDate>
			<link>https://bugs.owsupport.com:443/originalwar/issues/444</link>
			<guid>https://bugs.owsupport.com:443/originalwar/issues/444</guid>
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			<title>#456 - Look at the old code for Trees animations and make it functional</title>
						<description><![CDATA[During the night of the 11th December, we investigated on how to make trees for Original War using Bryce and OBJtoGMZ. We succeeded and thought it would be interesting to make it possible to have animations for trees. It looks like Original War has an old code to do such thing but it's disabled. We should try to take it back and make it functional so modders can have animated trees, which would be a way to enrich our work on Bryce if we are experienced enough to animate them correctly.]]></description>
						<pubDate>Mon, 11 Dec 2017 03:58:55 GMT</pubDate>
			<link>https://bugs.owsupport.com:443/originalwar/issues/456</link>
			<guid>https://bugs.owsupport.com:443/originalwar/issues/456</guid>
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			<title>#457 - Create an OBJtoGMZ app for characters</title>
						<description><![CDATA[Creating new models would be something I am 100% sure I could do. Having a dedicated app for such purpose would certainly make things easier, though I am willing to keep trying without.]]></description>
						<pubDate>Mon, 11 Dec 2017 17:31:16 GMT</pubDate>
			<link>https://bugs.owsupport.com:443/originalwar/issues/457</link>
			<guid>https://bugs.owsupport.com:443/originalwar/issues/457</guid>
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			<title>#459 - aesthetically feature: make it so Faces in InfoPanel are also animated when the characters express themselves</title>
						<description><![CDATA[An interesting but '''not-urgent-at-all''' feature to add to Original War would be the fact of having the units' portrait in the UserInterface talking when they have something to say. At the moment, we only have them as a main dialogue that shows up at the top-left corner of the screen. Though, we could also have animated portraits in the User Interface when they say anything, whether it be "I've found oil!" or even an actual dialog written in text.wri. This would also be interesting aesthetically-talking if several units talk at the same time. It occasionally happens when several units gain a level at the same time, or even find enemies while someone else runs low on fuel, or any other scenario.

Once again, it's all about aesthetic and is '''not something necessary'''.]]></description>
						<pubDate>Sat, 16 Dec 2017 05:26:29 GMT</pubDate>
			<link>https://bugs.owsupport.com:443/originalwar/issues/459</link>
			<guid>https://bugs.owsupport.com:443/originalwar/issues/459</guid>
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			<title>#461 - Make it so you can double click constants and they are pasted in Sail editor</title>
						<description><![CDATA[Would be interesting to be able to double click on constants and have them pasted where your cursor is. Might aswell expand the idea to Functions, Events and Varibles.

[[Image:https://gyazo.com/1dd13fd1f4ca91a66cab2337b2546092|]]]]></description>
						<pubDate>Tue, 02 Jan 2018 22:21:52 GMT</pubDate>
			<link>https://bugs.owsupport.com:443/originalwar/issues/461</link>
			<guid>https://bugs.owsupport.com:443/originalwar/issues/461</guid>
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			<title>#485 - UI visualization when the building cannot work</title>
						<description><![CDATA[Sometimes buildings in our base cannot work. Most probably if I'm looking for the base, I'll notice it and do something in order to fix that.

The question is - what if I'm fighting out of the base or anything other that steals my attention. My base won't work because something is being blocked. What can it be?

Please see the attached image:

[[Image:https://content.screencast.com/users/pomekPL/folders/Jing/media/d0294f3e-a69d-4b0d-b40b-b700193dd44a/2018-03-20_2013.png|Blocked buildings]]

# An apeman is missing.
# Missing people in the factory.
# The exit from the factory is disabled. The car cannot leave the factory.
# Missing electricity.
# Missing a gun on the tower.
# Missing people in the laboratory.

I'm thinking about some UI visualization. The same when our base is under fire or research has been done. 

[[Image:https://content.screencast.com/users/pomekPL/folders/Jing/media/a02955b4-4651-4700-8859-b5a4d91ecb61/2018-03-20_2021.png|Events in the base]]

Not sure about the color of the blinking. Maybe yellow or gray. You know better the game's engine so I believe you will do it right.

The second option that I thought was the same icon which is in the building which has an issue but it may be less visible.

WDYT?]]></description>
						<pubDate>Tue, 20 Mar 2018 19:25:42 GMT</pubDate>
			<link>https://bugs.owsupport.com:443/originalwar/issues/485</link>
			<guid>https://bugs.owsupport.com:443/originalwar/issues/485</guid>
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			<title>#486 - SAIL - IsReachableXY</title>
						<description><![CDATA[Add function IsReachableXY(unit, x, y) which return true if hex is reachable for current unit.]]></description>
						<pubDate>Fri, 23 Mar 2018 22:38:21 GMT</pubDate>
			<link>https://bugs.owsupport.com:443/originalwar/issues/486</link>
			<guid>https://bugs.owsupport.com:443/originalwar/issues/486</guid>
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			<title>#488 - Random Music in Menu</title>
						<description><![CDATA[Allow to play random track from Sound/Hudba folder in Mod main menu.]]></description>
						<pubDate>Mon, 30 Apr 2018 21:50:54 GMT</pubDate>
			<link>https://bugs.owsupport.com:443/originalwar/issues/488</link>
			<guid>https://bugs.owsupport.com:443/originalwar/issues/488</guid>
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			<title>#489 - Get movement path</title>
						<description><![CDATA[Would it be possible to get a function or event, that would return the path that a unit will follow to travel to a hex its ordered to? Or at least some information about the path, like its length?]]></description>
						<pubDate>Tue, 01 May 2018 18:26:01 GMT</pubDate>
			<link>https://bugs.owsupport.com:443/originalwar/issues/489</link>
			<guid>https://bugs.owsupport.com:443/originalwar/issues/489</guid>
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			<title>#490 - Shortcuts</title>
						<description><![CDATA[How about changing messy shortcuts to grid setup ?
Shortcuts depend on context, mortar under "s" have attack ground, weapon laboratory have research rockets, radar tower have add to grid. All shortcuts depend on the place in the panel. First from the left in top row is "q", middle is "w", right one is "e". Second row have "a" "s" "d". Last row have "z" "x" "c".

So far it's used in arabian campaign for polish version but it can be easily adapted to other languages.
http://puu.sh/AOv8G/6e9948c827.rar my version so far, there are still 2-3 misplaced shortcuts that i keep forgetting to change. 
In basic laboratory for some reason shift + w doesn't work and gas engine still needs to be clicked manually.
If you want to use repair function by the driver you can't use shortcut.]]></description>
						<pubDate>Sat, 30 Jun 2018 11:11:17 GMT</pubDate>
			<link>https://bugs.owsupport.com:443/originalwar/issues/490</link>
			<guid>https://bugs.owsupport.com:443/originalwar/issues/490</guid>
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			<title>#491 - Editor - Update editor's map view on MouseHover on the minimap</title>
						<description><![CDATA[Update the main editor window (the map view) on mouse hover on the minimap (while holding down left mouse button and hovering among the minimap). Currently, you have to click every time on the minimap when you want to move the view.]]></description>
						<pubDate>Fri, 13 Jul 2018 08:31:45 GMT</pubDate>
			<link>https://bugs.owsupport.com:443/originalwar/issues/491</link>
			<guid>https://bugs.owsupport.com:443/originalwar/issues/491</guid>
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			<title>#492 - Editor - show direction based on selected arrow</title>
						<description><![CDATA[Editor could show the current selected direction, for example in the center between the arrows.
 
https://imgur.com/a/NSA0W3r]]></description>
						<pubDate>Sat, 14 Jul 2018 10:03:35 GMT</pubDate>
			<link>https://bugs.owsupport.com:443/originalwar/issues/492</link>
			<guid>https://bugs.owsupport.com:443/originalwar/issues/492</guid>
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			<title>#494 - Add quick nav icons to SAIL window</title>
						<description><![CDATA[Add icons for Compile, Run, New module etc. to the SAIL window.

https://image.ibb.co/m4Of8o/icons.png
]]></description>
						<pubDate>Tue, 31 Jul 2018 11:37:06 GMT</pubDate>
			<link>https://bugs.owsupport.com:443/originalwar/issues/494</link>
			<guid>https://bugs.owsupport.com:443/originalwar/issues/494</guid>
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			<title>#497 - SGUI should play a sound whenever new chat message appears</title>
						<description><![CDATA[Just like in short summary. Dunno, some kind of "ding", bass-boosted explosion, or just the same as in-game chat sound.]]></description>
						<pubDate>Mon, 20 Aug 2018 13:32:44 GMT</pubDate>
			<link>https://bugs.owsupport.com:443/originalwar/issues/497</link>
			<guid>https://bugs.owsupport.com:443/originalwar/issues/497</guid>
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			<title>#505 - Make it possible to reverse all hexagons in OW editor</title>
						<description><![CDATA[I would like to have it so it's possible to reverse (as in: mirror) the hexagons in OW editor. For instance, mirroring a map that has a mountain represented as < would end up with the mountain being moved to the other side of the map and inclined in another way, in this case : >

Before:
< _ _ _ 

after:
_ _ _ >

(example of vertical mirroring)

where _ is standard flat terrain

thank you]]></description>
						<pubDate>Sat, 01 Dec 2018 14:19:31 GMT</pubDate>
			<link>https://bugs.owsupport.com:443/originalwar/issues/505</link>
			<guid>https://bugs.owsupport.com:443/originalwar/issues/505</guid>
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			<title>#506 - Select all hexagons that have the same height and are adjacent</title>
						<description><![CDATA[Please make it possible to select all hexagons that have the same height and are adjacent.

Example: hexagons' height info

7 7 7 5 5 5
7 7 5 5 5 5
5 5 3 3 2 1

clicking on 5 would select all the hexagons whom height is 5 and not 7, nor 3, 2 and 1. But not those that are not adjacent.

7 7 7 '''5 5 5'''
7 7 5 5 5 5
5 5 3 3 2 1]]></description>
						<pubDate>Sat, 01 Dec 2018 16:38:40 GMT</pubDate>
			<link>https://bugs.owsupport.com:443/originalwar/issues/506</link>
			<guid>https://bugs.owsupport.com:443/originalwar/issues/506</guid>
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			<title>#507 - Set selection of hexagons to height value X</title>
						<description><![CDATA[Please make it possible to have it so a Selection of hexagons can be set to a height value given. I've tried using copy/pasting as an alternative way but 1- I didn't manage to use the tool? and 2- it would be better with a simple button. Thanks!]]></description>
						<pubDate>Sun, 02 Dec 2018 14:24:59 GMT</pubDate>
			<link>https://bugs.owsupport.com:443/originalwar/issues/507</link>
			<guid>https://bugs.owsupport.com:443/originalwar/issues/507</guid>
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			<title>#508 - Set height value limit </title>
						<description><![CDATA[Please make it possible somehow that a "height value limit" can be set, which is to say that when raising and lowering the terrain then it cannot go below or above the given limit. Example: I want to lower the terrain, so I am just painting on the map with the Lower Terrain tool, but I don't want my terrain to go below 10. Setting a height value limit to 10 with the option "do not go below" would make it so even if I use the Lower Terrain tool on the hexagons whom heights are 10 then it would remain 10... until I change the new height value limit. Could be used with either "do not go below" and "do not go above" options. Thanks!]]></description>
						<pubDate>Sun, 02 Dec 2018 14:30:12 GMT</pubDate>
			<link>https://bugs.owsupport.com:443/originalwar/issues/508</link>
			<guid>https://bugs.owsupport.com:443/originalwar/issues/508</guid>
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			<title>#517 - Observer FOW</title>
						<description><![CDATA[Make it so Observers have Fog of war but for all players vision.]]></description>
						<pubDate>Sun, 17 Feb 2019 11:19:42 GMT</pubDate>
			<link>https://bugs.owsupport.com:443/originalwar/issues/517</link>
			<guid>https://bugs.owsupport.com:443/originalwar/issues/517</guid>
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			<title>#535 - Save and load information in MP</title>
						<description><![CDATA[Save characters and variable for another map, and load it (sync from server's player)]]></description>
						<pubDate>Wed, 24 Apr 2019 11:36:58 GMT</pubDate>
			<link>https://bugs.owsupport.com:443/originalwar/issues/535</link>
			<guid>https://bugs.owsupport.com:443/originalwar/issues/535</guid>
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			<title>#536 - Experiences limit in MP</title>
						<description><![CDATA[Activation experiences limit for each mission in MP (so activation and setting according to which the mission is to take the limit.)]]></description>
						<pubDate>Wed, 24 Apr 2019 11:39:24 GMT</pubDate>
			<link>https://bugs.owsupport.com:443/originalwar/issues/536</link>
			<guid>https://bugs.owsupport.com:443/originalwar/issues/536</guid>
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			<title>#539 - Add Steam workshop button in the game main menu</title>
						<description><![CDATA[Add the button to the vanilla game main menu (where is Profile, Campaign, Mods etc.).
The button would pop up up Steam workshop page in Steam overlay. ]]></description>
						<pubDate>Tue, 21 May 2019 11:40:51 GMT</pubDate>
			<link>https://bugs.owsupport.com:443/originalwar/issues/539</link>
			<guid>https://bugs.owsupport.com:443/originalwar/issues/539</guid>
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			<title>#540 - Move all launcher settings to the game Settings menu</title>
						<description><![CDATA[It would be comfortable if all the game settings would be accessible from one place - Settings section in the main menu.

There woudn't be need to have/use ModLauncher then and it would be easier to set up the game for new players.]]></description>
						<pubDate>Tue, 21 May 2019 11:45:23 GMT</pubDate>
			<link>https://bugs.owsupport.com:443/originalwar/issues/540</link>
			<guid>https://bugs.owsupport.com:443/originalwar/issues/540</guid>
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			<title>#549 - Event - TeleportExitPlaced</title>
						<description><![CDATA[Add event TeleportExitPlaced(scientist:integer, x:integer, y:integer, teleport_id:integer) which is trigger when ComTeleportExit(units:plist x:integer y:integer un:integer) is executed.]]></description>
						<pubDate>Fri, 26 Jul 2019 16:27:05 GMT</pubDate>
			<link>https://bugs.owsupport.com:443/originalwar/issues/549</link>
			<guid>https://bugs.owsupport.com:443/originalwar/issues/549</guid>
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			<title>#550 - Function - GetTeleportExit</title>
						<description><![CDATA[Add function GetTeleportExit(teleport_id:integer) which return teleport exit or 0 for specified teleport.]]></description>
						<pubDate>Fri, 26 Jul 2019 16:31:33 GMT</pubDate>
			<link>https://bugs.owsupport.com:443/originalwar/issues/550</link>
			<guid>https://bugs.owsupport.com:443/originalwar/issues/550</guid>
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			<title>#552 - New missions - extend missions limit</title>
						<description><![CDATA[At the moment, u can create 20 full playable missions:
# 01
# 02
# 03
# 04
# 05
# 06
# 07
# 08
# 09
# 10
# 11
# 12
# 13
# 14
# 15
# 12a
# 13a
# 14a
# 15a
# 12b

If u create mission named "16" then u got strange bug:
[[Image:https://i.gyazo.com/7d7d6f245ab4ab3616abc282e595ed47.png|]]

There is also mission limit in ow_editor (Files -> Map Preferences):
[[Image:https://i.gyazo.com/820ac7a62749249776ee0d371fb581a0.png|]]



]]></description>
						<pubDate>Sat, 24 Aug 2019 16:16:11 GMT</pubDate>
			<link>https://bugs.owsupport.com:443/originalwar/issues/552</link>
			<guid>https://bugs.owsupport.com:443/originalwar/issues/552</guid>
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			<title>#554 - Game Engine - Make 4th campaign runnable</title>
						<description><![CDATA[Make apeman campaign (Ap directory) runnable (with SGUI) like the other campaigns.]]></description>
						<pubDate>Sat, 28 Sep 2019 18:45:25 GMT</pubDate>
			<link>https://bugs.owsupport.com:443/originalwar/issues/554</link>
			<guid>https://bugs.owsupport.com:443/originalwar/issues/554</guid>
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			<title>#555 - Editor - Inspect Profile Tool - add/edit/delete values</title>
						<description><![CDATA[The next list of improvements for inspect profile tool:
* Add value feature for lists [ alive, groups, variables ]
* Edit value feature for lists [ alive, groups, variables ]
* Delete value featrue for lists [ alive, groups, variable ]

Each change should be saved in current profile file.

Related ticket:
[[https://bugs.owsupport.com/originalwar/issues/553|https://bugs.owsupport.com/originalwar/issues/553]]]]></description>
						<pubDate>Mon, 30 Sep 2019 22:48:15 GMT</pubDate>
			<link>https://bugs.owsupport.com:443/originalwar/issues/555</link>
			<guid>https://bugs.owsupport.com:443/originalwar/issues/555</guid>
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			<title>#556 - Disallow multiple buildings to be placed when SHIFT key is held</title>
						<description><![CDATA[Low priority

Revert changes,  limit it to certain building only (powerplants & turrets), or make it somehow customizable (off/on switch, off by default). 9 times out of 10 it's just isn't useful (there's rarely any reason to place multiple buildings of the same type in a row).]]></description>
						<pubDate>Wed, 02 Oct 2019 01:40:17 GMT</pubDate>
			<link>https://bugs.owsupport.com:443/originalwar/issues/556</link>
			<guid>https://bugs.owsupport.com:443/originalwar/issues/556</guid>
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			<title>#558 - Editor - Debug Visible - New section</title>
						<description><![CDATA[Section TASKS which shows each unit tasks in array. See: GetTaskList function in SAIL.

[[Image:https://i.gyazo.com/f0be2dd3ed1f098a2da75a73408bbed1.png|]]'''']]></description>
						<pubDate>Mon, 14 Oct 2019 21:32:06 GMT</pubDate>
			<link>https://bugs.owsupport.com:443/originalwar/issues/558</link>
			<guid>https://bugs.owsupport.com:443/originalwar/issues/558</guid>
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			<title>#580 - Assigning uniform avatar component to new people class</title>
						<description><![CDATA[Just like GMZs (symbols) of classes are assigned in people.txt, the same could be done with uniform components for the avatars of the new classes. For now, every new class has got soldier's uniform in avatar (probably because it's first declared in source code). It could be the same walkaround as the changing hc_background for nations in mod .ini file, but this would be done in people.txt in definition of this new class.]]></description>
						<pubDate>Wed, 01 Jan 2020 16:21:55 GMT</pubDate>
			<link>https://bugs.owsupport.com:443/originalwar/issues/580</link>
			<guid>https://bugs.owsupport.com:443/originalwar/issues/580</guid>
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			<title>#99 - Free play mode</title>
						<description><![CDATA[Add free play mode.]]></description>
						<pubDate>Sun, 05 Jan 2020 13:26:40 GMT</pubDate>
			<link>https://bugs.owsupport.com:443/originalwar/issues/99</link>
			<guid>https://bugs.owsupport.com:443/originalwar/issues/99</guid>
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			<title>#30 - Steam achievements</title>
						<description><![CDATA[http://forum.stucuk.net/viewtopic.php?f=8&t=2616

 General:
 - Complete Am/Ru campaign on any difficulty; "God bless America"/"For Mother Russia"; ACH_GBA/ACH_FMR  ** I
 - Complete all Am/Ru missions with all medals on hard difficulty; "General of the Army"/"Marshal of the Russian Federation"; ACH_GOTA/ACH_MOTRF
 - In any mission have more Apemen in your service than people; "Planet of the Apes"; ACH_POTA ** I
 - Complete Am/Ru campaigns without losing a single person; "Comrades"; ACH_COM
 - Over the course of any single campaign lose more than 50 people; "Purple heart"; ACH_PH
 - Over the course of any single campaign extract over 50,000 barrels of oil in total; "Oil tycoon"; ACH_OT
 - Drop a siberite bomb; "Radioactive"; ACH_RAD  ** I
 - Neutralize one or more turrets/bunkers by destroying the corresponding depot; "Checkmate"; ACH_CHE
 - Kill at least 6 innocent animals in any mission; "Target practice"
 - Kill an enemy using a bulldozer; "Whops, didn't see you there"; ACH_WHO
 - Control 6 or more remote vehicles with one mechanic; "Multitasking anyone?"; ACH_MUL
 - Get JMM's or Burlak's skills in all professions up to at least 7; "All-round hero"; ACH_ARH
 - Build at least 15 automatic turrets in your base; "Automatic disaster"; ACH_ADI
 - Build at least 3 siberite bombs in any one mission; "Power of argument"; ACH_POA
 - In any mission equip your entire team with sniper rifles; "Sniper elite"; ACH_SEL
 - In any mission equip your entire team with bazookers; "Panzer elite"; ACH_PEL
 - New world, old habits [requires (ACH_EMH, ACH_NOM, ACH_NEG, ACH_ODE, ACH_MEL, ACH_IFL and ACH_BSH) or (ACH_FTA, ACH_EPR, ACH_SNI, ACH_BLO, ACH_GAME and ACH_NOT)]; "Sociopath"; ACH_SOC

 American:
 - Am01, before entering the EON attack your own men; "Madman"; ACH_MAD  ** I
 - Am01, enter the eon; "To the past"; ACH_EON  ** I
 - Am01, don't enter the eon; "Cold feet"; ACH_CF  **
 - Am01, capture one of the Russian tanks; "Commando"; ACH_CMD
 - Am01, radio call Powell even after you were told not to and still make it through with all three of your men; "Chat and Run"; ACH_CAR
 - Am01, don't save anyone; "Every man for himself"; ACH_EMH
 - Am02, kill Mikhail; "No mercy"; ACH_NOM
 - Am02, don't save the people south of the river; "Negligence"; ACH_NEG
 - Am02, don't let the two Russian cargo bays escape; "Nothing here, comrades"; ACH_NHC
 - Am03, attack and get all your men to top side of the map before Andy calls you and tells you to attack; "One step ahead"; ACH_OSA
 - Am04, prevent the Russians from building their second base; "Sanctions"; ACH_SAN  **
 - Am04, lose Jeff Brown and Lucy Donaldson; "Officer decline"; ACH_ODE
 - Am05, tame all apemen on the map; "Fancy a dance, apeman?"; ACH_FDA
 - Am06, spare Kurt; "Merciful"; ACH_MER  ** I
 - Am06, kill Kurt; "Merciless"; ACH_MEL
 - Am06, collect over a 1000 crates; "Capitalist"; ACH_CAP  ** I
 - Am06, save all people that land in this mission; "Noone left behind"; ACH_NLB
 - Am06, let Joan die; "I can't feel the love tonight"; ACH_IFL
 - Am07, destroy all Russian buildings on the map; "Cleaning party"; ACH_CPA
 - Am08, defeat the Russians without the help of Major Sikorski; "I got this"; ACH_IGT
 - Am08, destroy the southern Russian base before it's fully built; "Rush"; ACH_RUS
 - Am09, transport 300 siberite crystals or more to Terminal; "Miner good team"; ACH_MGT
 - Am09, research every single siberite technology and build 2 siberite mines; "Fascinating new stuff"; ACH_FNS
 - Am10, kill Paul Khattam when he betrays you; "Decision changed"; ACH_DCH
 - Am10, after the Arabians betray you, destroy all their buildings and don't turn any of your men into mortars; "We don´t need your handouts"; ACH_WDH
 - Am11, finish the mission without making the deal with the Arabian "friend" or letting your scout explore the enemy base; "Blind shot"; ACH_BSH
 - Am12, employ the mercenaries; "Employer"; ACH_EMP  ** I
 - Am12, complete the mission without building a base; "Ain't got time for squatting"; ACH_TFS
 - Am13, Kill Gorky; "Adversary"; ACH_ADV  ** I
 - Am13, protect all siberite deposits from Arabian scientists; "Healtly neighbourhood"; ACH_HNE
 - Am14, help Joan defend Kappa base; "True love"; ACH_TLO
 - Am15, make Legion join your forces; "Legion sympathizer"; ACH_LS  **
 - Am15, make Vsevolod I. Gorki appear; "Meet my bro"; ACH_MMB  *
 - Am15, win the mission despite being nuked by Russians or Legion; "Rise from the ashes"; ACH_RFA
 - Am15, destroy the Russian base with a siberite bomb; "Chain reaction"; ACH_CHA
 - Am15, destroy or force the Arabians to give up within 10 minutes of you taking command of the American army; "Quick action"; ACH_QAC
 - Stay with Americans; "American Patriot"; ACH_APAT  ** I

 Russian:
 - Ru01, kill all apemen at the waterfall before Kirilenkova appears; "Paving the way"; ACH_PAV
 - Ru01, don't save Kirilenkova; "Feeding the apes"; ACH_FTA
 - Ru01, rescue Gnyevko after you already destroyed the American base and saved Kirilenkova; "Oh , Hi friend"; ACH_OHI
 - Ru02, recapture Belkov's tank from the Americans; "My precious"; ACH_PRE
 - Ru02, destroy the bunkers on both sides of the cliff; "Sector cleared"; ACH_SEC
 - Ru03, destroy Omicron without building a second depot; "Power of the One"; ACH_PON
 - Ru03, don't save Scholtze; "Empty promises"; ACH_EPR
 - Ru04, intercept all cargo bays carrying crates; "Greedy commie"; ACH_GRC
 - Ru05, kill Hugh Stevens; "Say NO to imperialistic science"; ACH_SNI
 - Ru06, save Vsevolod and all his men; "Brothers in arms"; ACH_BIA
 - Ru06, don't save Vsevolod; "Brotherly love"; ACH_BLO
 - Ru07, lie to Raul Xavier about the Arabians and Kirilenkova; "Liar"; ACH_LIA
 - Ru08, hand over the Arabs building mortarmen barracks for you to UPF; "Backstabber"; ACH_SC  **
 - Ru08, let the Arabs build the mortarmen barracks but don't hand over Heike to them afterwards; "Gamesmanship"; ACH_GAME  **
 - Ru08, make the Deal with Kurt and hand over Heike to him afterwards; "Honourable"; ACH_HON
 - Ru08, let your people destroy 20 or more barrels of oil in the training grounds; "Waste disposal"; ACH_WDI
 - Ru09, don't negotiate with the Arabians to attacks the Americans [if you have the option]; "No thanks, Herr Gensher"; ACH_NOT
 - Ru10, make the deal with Heike; "Missed us?"; ACH_MIS
 - Ru12, complete Tsaritsyn's quiz with all correct answers; "Cadre"; ACH_CAD  **
 - Ru12, go straight for Platonov. Don't interact with any other bases; "Go for the throat"; ACH_GFT
 - Ru13, kill Macmillan; "From Russia with Love"; ACH_FRWL  ** I
 - Ru13, take over or destroy every American building on the map; "Deep cut"; ACH_DEC
 - Ru14, destroy Legion before you attack the Arabians; "Better safe than sorry"; ACH_BSS
 - Ru14, hire the legionaries; "Employer"; ACH_EMP  ** I
 - Ru15, use the siberite bomb on all 3 other nations; "Mushroom garden"; ACH_MUG
 - Ru15, destroy all enemy bases without building a single siberite bomb; "Old school"; ACH_OLS
 - Stay with Russians; "Russian Patriot"; ACH_RPAT  ** I
 - Stay with Platonov; "Purge"; ACH_PUR  **
 - Build a behemoth vehicle; "Stalin's moving castle"; ACH_SMC

 Alliance
 - Am12a, make Lisa and Joan betray Americans; "Mediator"; ACH_MED  **
 - Am12a, destroy the Alpha Base warehouse; "Goodbye": ACH_GB
 - Ru12a, signal Prof. Gosuradov within 1 min; "Fly Fast": ACH_FF
 - Am14a/Ru14a, get the results for the siberite bomb without killing any Americans; "True alliance"; ACH_TAL
 - Am14a/Ru14a, take over both American Bases; "Takeover"; ACH_TAK
 - Am15a/Ru15a, discover the forces of all three artifacts; "We are not alone"; ACH_WAN
 - Join the Alliance; "Pacifist"; ACH_PAC  ** I
 - Attack an enemy right after exiting partial invisibility; "Ninja"; ACH_NIN]]></description>
						<pubDate>Sun, 05 Jan 2020 14:09:37 GMT</pubDate>
			<link>https://bugs.owsupport.com:443/originalwar/issues/30</link>
			<guid>https://bugs.owsupport.com:443/originalwar/issues/30</guid>
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		<item>
			<title>#365 - Change class for sheik</title>
						<description><![CDATA[Command Enable / Disable, which would enable change profession for Sheik. 
It would also allow change profession to  Sheik (only one per side).

(Enable to prevent violations of the Arab campaigns)]]></description>
						<pubDate>Sun, 05 Jan 2020 14:09:53 GMT</pubDate>
			<link>https://bugs.owsupport.com:443/originalwar/issues/365</link>
			<guid>https://bugs.owsupport.com:443/originalwar/issues/365</guid>
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		<item>
			<title>#534 - The murderer</title>
						<description><![CDATA[Add to the event who was the killer / destroyer, the unit.]]></description>
						<pubDate>Sun, 05 Jan 2020 14:11:29 GMT</pubDate>
			<link>https://bugs.owsupport.com:443/originalwar/issues/534</link>
			<guid>https://bugs.owsupport.com:443/originalwar/issues/534</guid>
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		<item>
			<title>#605 - make comm panel buttons use different CommButtons.dat for skirmish and multiplayer</title>
						<description><![CDATA[make comm panel buttons use different CommButtons.dat for skirmish and multiplayer]]></description>
						<pubDate>Mon, 06 Jul 2020 15:59:53 GMT</pubDate>
			<link>https://bugs.owsupport.com:443/originalwar/issues/605</link>
			<guid>https://bugs.owsupport.com:443/originalwar/issues/605</guid>
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		<item>
			<title>#621 - Implement improved profile system</title>
						<description><![CDATA[Implement improved profile system which can store UTF8 names.]]></description>
						<pubDate>Sun, 16 Aug 2020 13:22:35 GMT</pubDate>
			<link>https://bugs.owsupport.com:443/originalwar/issues/621</link>
			<guid>https://bugs.owsupport.com:443/originalwar/issues/621</guid>
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		<item>
			<title>#627 - SGUI - Add URL mechanism</title>
						<description><![CDATA[The feature which allows to open default browser on specific website after click [[https://bugs.owsupport.com/originalwar|URL]] in the game.

Example:
* User click on URL
* Game is minimized (if not windowed mode is used)
* Website is opened in default browser]]></description>
						<pubDate>Wed, 02 Sep 2020 22:06:50 GMT</pubDate>
			<link>https://bugs.owsupport.com:443/originalwar/issues/627</link>
			<guid>https://bugs.owsupport.com:443/originalwar/issues/627</guid>
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		<item>
			<title>#542 - Upgrading WRI files</title>
						<description><![CDATA[
OGL ignore this
enable/disbale Technology limits (like max 5 special soldiers) and if locked for this gametype
tech bool bool
TECH TRUE TRUE
TECH FALSE TRUE

OGL Ignore this
enable/disbale locked teams and if option locked for this gametype
tech bool bool
LOCKTEAM TRUE TRUE
LOCKTEAM FALSE TRUE

Instart into TEAM deffinition
ICON Image
ICON "federation"

Static computer players.
This comps must be set automaticaly. Can`t be kicked by host, Must be automaticaly kicked when host change map/gametype.
(if team is 0, comp isn`t in team if isn`t team game. Anything else is random when is 0) (for lua also contain ISSTATIC = TRUE)
COMP1 "name" team  position nation side
,,,,
COMP7 "Harly" 2 3 3 0

OGL ignore this
Every position can contain from only one coord (X1 Y1) up to three (X1 Y1 X2 Y2 X3 Y3) 
Coors1 X Y X2 Y2 X3 Y3
....
Corrs8 X Y X2 Y2 X3 Y3
Also marks (the items displayed in mappic but isn`t position, like goals of cooperation modes)
Mark X Y W H "bla.png" "NAME"

OGL ignore this
NationMod  (note, Nationmod can contain more varian for same position, if is request a team, so store it to array
      Position	Nation	ifTeam	Team  Icon  Name
NATIONMOD 1 1 bool 1 "Bla.png" "BlaBla"

options
Count is how many items is.  every number is example

Is normal listbox, but SGUI ignore it.
for SGUI return type 0  (will ignore this)
Type 0
ListBox0 ID "NAME" count 3 items "ITEM1" "ITEM2" "ITEM3" default 2 "HINT1" "HINT2" "HINT3" 



Is normal listbox
type 1
ListBox ID "NAME" count 3 items "ITEM1" "ITEM2" "ITEM3" default 2 "HINT1" "HINT2" "HINT3" 


Is normal listbox for OGL
type 2
Radio ID "NAME" count 3 items "ITEM1" "ITEM2" "ITEM3" default 2 "HINT1" "HINT2" "HINT3" 


for OGL you can make from this listbox.. just Item1 = 4 (buf for item1 set MinName and for hint1 MinHint), Item2 = 4 + step * 1 (so 6), Item3 = 4 + step *2 (so 8) up to 24 so Item Item11 = 4 + step*10 (so 24)  
 also just using VALUESTRING, where you replace the  with the resulting number. 
so like  peoples Item11 = 24 peoples  (also for valuestringhint) 
 (item1 is number 0 and item11 is number 10 for sail of course.. it's same)  defailt 2 = item3 ofcourse, it's same as in listbox.  MaxName and MaxHint you can ignore
Type 3
Range ID "NAME" default 2 min 4 step 2 max 24 items "MINNAME" "MINHINT" "MAXNAME" "MAXHINT" "VALUESTRING" "VALUESTRINGHINT"

For OGL you do it same like prevous (Range), just ignore enable and max names and hints and make Disable as 0 value
Type 4
RangeD ID "NAME" default 2 min 4 step 1 max 24 items "MINNAME" "MINHINT" "MAXNAME" "MAXHINT" "VALUESTRING"  "VALUESTRINGHINT" "DISABLENAME" "DISABLEHINT" "ENABLENAME" "ENABLEHINT"

for OGL is normal Listbox
Type 5
RangeList ID "NAME" count 3 items "ITEM1" "ITEM2" "ITEM3" default 2 "HINT1" "HINT2" "HINT3"

for OGL is normal Listbox just ingore EnableName and EnableHint        (Item1 is Disable)
Type 6
RangeListD ID "NAME" count 3 items "ITEM1" "ITEM2" "ITEM3" default 2 "HINT1" "HINT2" "HINT3" enable "ENABLENAME" "ENABLEHINT"

Same as listbox
ListBoxImg ID "NAME" count 3 items "ITEM1" "ITEM2" "ITEM3" default 2 "HINT1" "HINT2" "HINT3" images "IMGNAME1" "IMGNAME2" "IMGNAME3"

And also Combo will have one option`s ID, and other items will have anythore option`s IDs  (example 2)  (using images in map folder)
Type 7
Combo ID count 2 items ID ID



OGL this ignore
and enable load MPInfo.bp for load restrictions  (and other things for mods)
They are too complex to go parsing from the text.
Load as table]]></description>
						<pubDate>Mon, 26 Oct 2020 17:42:20 GMT</pubDate>
			<link>https://bugs.owsupport.com:443/originalwar/issues/542</link>
			<guid>https://bugs.owsupport.com:443/originalwar/issues/542</guid>
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		<item>
			<title>#630 - Add TimeLapser switch mode</title>
						<description><![CDATA[In game files you can find abandoned altar's feature: time lapse on/off. Many times (in multiplayer) players complained they couldn't turn it off. It's really annoying when you slow your ally.]]></description>
						<pubDate>Fri, 13 Nov 2020 20:36:56 GMT</pubDate>
			<link>https://bugs.owsupport.com:443/originalwar/issues/630</link>
			<guid>https://bugs.owsupport.com:443/originalwar/issues/630</guid>
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		<item>
			<title>#633 - Recycling cost tooltip</title>
						<description><![CDATA[It would be nice if the game would show us how much stuff - crates, oil, siberite - we will be getting when recycling a vehicle. 

I suggest using the tooltip for building deconstruction and showing us the numbers when we have the recycling action selected and are hovering over a factory.]]></description>
						<pubDate>Wed, 25 Nov 2020 23:53:28 GMT</pubDate>
			<link>https://bugs.owsupport.com:443/originalwar/issues/633</link>
			<guid>https://bugs.owsupport.com:443/originalwar/issues/633</guid>
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		<item>
			<title>#635 - An ingame timer</title>
						<description><![CDATA[It would be really nice to be able to see, how much time passed on missions. Something in the style of the siberite bomb enable countdown in multiplayer except counting from 0 to infinity and being toggle-able in the options menu.]]></description>
						<pubDate>Wed, 02 Dec 2020 18:07:22 GMT</pubDate>
			<link>https://bugs.owsupport.com:443/originalwar/issues/635</link>
			<guid>https://bugs.owsupport.com:443/originalwar/issues/635</guid>
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		<item>
			<title>#646 - SGUI - Bury All button</title>
						<description><![CDATA[Please add "Bury All Units" button if player got more than one dead unit.]]></description>
						<pubDate>Wed, 24 Feb 2021 20:04:37 GMT</pubDate>
			<link>https://bugs.owsupport.com:443/originalwar/issues/646</link>
			<guid>https://bugs.owsupport.com:443/originalwar/issues/646</guid>
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		<item>
			<title>#650 - DediServer - Add blacklist</title>
						<description><![CDATA[Add blacklist which block specific player.]]></description>
						<pubDate>Thu, 25 Feb 2021 21:20:53 GMT</pubDate>
			<link>https://bugs.owsupport.com:443/originalwar/issues/650</link>
			<guid>https://bugs.owsupport.com:443/originalwar/issues/650</guid>
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		<item>
			<title>#652 - Multiplayer - Ping cooldown time</title>
						<description><![CDATA[Pinging on ground should have cooldown - on ping per 5 seconds.]]></description>
						<pubDate>Thu, 25 Feb 2021 21:23:19 GMT</pubDate>
			<link>https://bugs.owsupport.com:443/originalwar/issues/652</link>
			<guid>https://bugs.owsupport.com:443/originalwar/issues/652</guid>
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		<item>
			<title>#651 - DediServer - Allow to kick player while game</title>
						<description><![CDATA[Add feature which allows to kick player while game from dedicated server by dedi panel/console.]]></description>
						<pubDate>Thu, 25 Feb 2021 21:24:40 GMT</pubDate>
			<link>https://bugs.owsupport.com:443/originalwar/issues/651</link>
			<guid>https://bugs.owsupport.com:443/originalwar/issues/651</guid>
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