Viewing Bug Advanced Details
120 Feature request feature N/A 06-11-03 16:25 06-11-03 16:25
Doug  
martinp  
normal  
assigned  
open  
none  
none  
Unit renders for Intel and Factory screens
All the unit renders are here...

K:\art\project files\interface\unit_renders

They follow the usual naming convention....

<unit name>_x.tga

(x = 1 to 9)

They are all 64 x 64.

In the Intel screen they need to be placed at 10, 100. The Factory screen needs updating to accommodate these graphics so I'll let you know where they go when I've finalised this screen.

Cheers.
There are no notes attached to this bug.




Viewing Bug Advanced Details
101 Feature request feature N/A 23-10-03 15:38 05-11-03 11:57
Doug  
martinp  
normal  
assigned  
open  
none  
none  
Multiplayer "chat" facility
Give players in a bluetooth / GPRS game the ability to "text" messages to each other between turns.
There are no notes attached to this bug.




Viewing Bug Advanced Details
117 Feature request feature N/A 30-10-03 11:48 05-11-03 11:33
Doug  
martinp  
normal  
assigned  
open  
none  
none  
Team coloured panels
To emphasise whose turn it is would it be possible to tint all the panels on the map screen so that, instead of white, the line within the edge of the panels was the colour of the current player / King?

I can make colour versions of each graphic to swap between but that would be a lot to be loading each turn - unless we assemble the panels from corner and edge pieces? Let me know what would be best.

Cheers.
It would be easier to just have different coloured versions. The loading wouldn't be too bad.
Bug Notes
Doug   
04-11-03 16:18   
OK. I've made coloured versions of the various panels we're currently using. They are here...

K:\art\project files\interface\panels

... and they are called...

popup_top_x.tga
popup_middle_x.tga
popup_bottom_x.tga
panal_day_x.tga
panal_land_x.tga
panal_unit_x.tga

(x = 1 to 9)


I've also made team colour versions of the white lines that appear on the DAY / PLAYER panel at the beginning of each turn to indicate the colour of the next player...

K:\art\export\tga

THINBAR_TOP_x.tga
THINBAR_BOTTOM_x.tga

Cheers.
Doug   
05-11-03 11:33   
I've added coloured versions of the graphics that make up the other panels in the game (Intel screens, Resource screens etc.) They are here...

K:\art\project files\interface\frontend

... and they are called...

panel_top_left_x.tga
panel_top_x.tga
panel_top_right_x.tga
panel_right_x.tga
panel_bottom_right_x.tga
panel_bottom_x.tga
panel_bottom_left_x.tga
panel_left_x.tga

(x = 1 to 9)

The original white edged panel bits still exist (without a number on the end) - we'll still need to use these in the main menu and anywhere that isn't specific to a particular player / colour.

If it's going to save memory / loading time we can construct the map screen panels from these bits too. Let me know and I'll sort out sizes and positions for you.

Cheers.




Viewing Bug Advanced Details
116 Feature request feature N/A 29-10-03 18:02 04-11-03 14:43
Doug  
martinp  
normal  
assigned  
open  
none  
none  
Newspaper headlines
I finally got round to saving out the newspaper graphics to display after the death of one of the Kings or the player (probably straight after the relevant cut scene). They are here...

K:\art\project files\NEWSPAPER

There are 2 versions for each King when they defeat the player and only one of each Kind being defeated (once a player kills a King they'll more than likely move onto the next King anyway). They are named as follows...

<King's name>_win_1.tga
<King's name>_win_2.tga
<King's name>_dead.tga

All are 128 x 208.

Depending on what spinning these graphics round looks like we might want to use a generic radial-blurred newspaper initially then swap to which ever graphic we need (it might be that we don't spin the un-blurred ones at all). This blurred graphic is called...

spinning_paper_1.tga

This graphic, unlike the others, is 216 x 256 (let me know if that's a tad big). I realise this needs to load pretty quickly.

As is the way with these spinning newspaper shots the paper will need to scale up (to the size they are now - not bigger) as they spin "towards" the camera.

Hope that's all OK.

Cheers.
0000116-mock up 2.swf (75 KB) 01-01-70 00:33
Bug Notes
Doug   
29-10-03 18:24   
For when the player is killed I've made a "Game Over" graphic to display on top of the newspaper a second or two after it has finish spinning. It's called (in the same directory as above)....

game_over.tga

It's 176 x 72 and needs to be drawn at 0, 68.

Cheers.
martinp   
30-10-03 16:45   
I'd prefer 128x256 for the spinning one if I'm meant to spin it in code?
Am I meant to spin it around in code? I could pop it on to two triangles...
Doug   
04-11-03 14:42   
I've made the spinning newspaper graphic 128 x 128. I was intending you to spin the spinning version - the way I've blurred it, it should spin in a clockwise direction. As it spins it needs to scale up to twice it's size before switching to the correct static newspaper.

The static newspaper graphics don't need to spin but it would be good if they were drawn rotated at a random value somewhere between +/- 30 degrees.

As for timing see the attached .swf. The newspaper should spin for approximately 2.5 seconds during which it rotates 1080 degrees. The static newspaper should be on screen for another 2.5 seconds before the "GAME OVER" graphic gets displayed if necessary.

Cheers.




Viewing Bug Advanced Details
119 AI Engine feature sometimes 03-11-03 15:47 03-11-03 15:47
martinp  
martinp  
normal  
assigned  
open  
none  
none  
The AI does not attack units which cause the most damage
The AI does not attack units which would cause the most damage to the enemy player. A sort needs to be added to improve the AI.
There are no notes attached to this bug.




Viewing Bug Advanced Details
118 Script system major always 30-10-03 16:50 30-10-03 16:50
martinp  
martinp  
normal  
assigned  
open  
none  
none  
Factory build rules docs for Steve
Factory build rules docs for Steve.
There are no notes attached to this bug.




Viewing Bug Advanced Details
103 Game engine feature always 24-10-03 12:06 30-10-03 16:48
Steve  
martinp  
normal  
assigned  
open  
none  
none  
See units attack range while waiting...
be able to query units attack range in a bluetooth game while you are waiting..
Bug Notes
martinp   
30-10-03 16:48   
Very very tricky... Are you really sure you want this? ;)




Viewing Bug Advanced Details
113 Game engine feature always 28-10-03 17:10 29-10-03 16:57
Steve  
martinp  
normal  
assigned  
open  
none  
none  
Targeting
When selecting the 'attack' option, the target should appear on the nearest possible target to the unit.
When there are several targets equidistant, target the most expensive unit.
There are no notes attached to this bug.




Viewing Bug Advanced Details
114 Game engine feature always 29-10-03 16:13 29-10-03 16:13
Steve  
martinp  
normal  
assigned  
open  
none  
none  
Battlescreen option
Have an option in-game to turn off the battle animations.
There are no notes attached to this bug.




Viewing Bug Advanced Details
102 Feature request feature N/A 23-10-03 17:58 29-10-03 12:31
Doug  
martinp  
normal  
assigned  
open  
none  
none  
Change to Inactive Units
I've created generic inactive units to use with any team - currently we have inactive unit graphics for every team colour (a lot of graphics!). Seeing as we'll never see an inactive unit belonging to more than one team at any time it makes sense to have a generic graphic.

They're all here (with shadows)....

K:\art\project files\units\sprites\inactive

As a result of this change we shouldn't be using any graphic whose name contains "_muted".
There are no notes attached to this bug.




Viewing Bug Advanced Details
32 User Interface feature always 09-10-03 14:56 28-10-03 16:38
Steve  
martinp  
normal  
feedback  
reopened  
none  
none  
Camera / Cursor position on turn start
On the players turn start set the cursor to the position it was in when they last selected 'end turn'.
Bug Notes
martinp   
20-10-03 13:39   
Done
Steve   
28-10-03 16:38   
While the cursor is in the same position as the end of the previous turn, the camera isn't always...




Viewing Bug Advanced Details
112 AI Engine minor always 27-10-03 18:25 27-10-03 18:25
Steve  
martinp  
normal  
assigned  
open  
none  
none  
Boats bug on Sea level
on level C09.

If you you just keep ending turn, without moving any of your units, all the boats go straight to the bottom row of tiles and slide in a line across the bottom towards the player. Not very impressive :)
There are no notes attached to this bug.




Viewing Bug Advanced Details
111 Game engine feature always 27-10-03 16:59 27-10-03 16:59
Steve  
martinp  
normal  
assigned  
open  
none  
none  
Table edge
Table edge needs to display on all sides of the map, the map should also be central where possible.
There are no notes attached to this bug.




Viewing Bug Advanced Details
110 Game engine feature always 27-10-03 16:33 27-10-03 16:59
Steve  
martinp  
normal  
assigned  
open  
none  
none  
Camera / table edge
When its the players turn, the camera will not pan over the paper border and wooden table unless the map is smaller than the screen. During the AI turns, or other players bluetooth turns it will.
There are no notes attached to this bug.




Viewing Bug Advanced Details
109 Game engine feature always 27-10-03 16:26 27-10-03 16:26
Steve  
martinp  
normal  
assigned  
open  
none  
none  
Unit menus
Unit action menu should always be prioritised in this order, where applicable.

1. Attack
2. Unload
3. Supply
4. Capture
5. Power up
6. Join

There are no notes attached to this bug.




Viewing Bug Advanced Details
107 Feature request feature N/A 27-10-03 12:37 27-10-03 12:38
Doug  
martinp  
normal  
assigned  
open  
none  
none  
Bluetooth Icons
I've created icons for displaying when in a Bluetooth game and for when data is being sent and received by Bluetooth between moves. They are all here...

K:\art\project files\interface\bluetooth_icon

bluetooth.tga (to show in a blutooth game)
bluetooth_send_x.tga (to show when sending data)
bluetooth_receive_x.tga (to show when receiving data)

(x = a, b, or c) - these are animation frames. If the icon is displayed too briefly to play the animation at least once (3 frames) we should use only one static frame. Those being...

bluetooth_send_c.tga
bluetooth_receive_a.tga

These icons need to be drawn in the corner opposite the Player/Day/Cash panel at the top of the screen.

Top left corner position 0, 0
Top right corner position 160, 0

Draw fully opaque.

Cheers.
There are no notes attached to this bug.




Viewing Bug Advanced Details
105 Feature request feature N/A 24-10-03 12:40 24-10-03 12:40
Doug  
martinp  
normal  
assigned  
open  
none  
none  
Kings' / Gangsters' Heads
The heads of the Kings are here....

K:\art\project files\interface\king_heads

They are called....

"<name>_normal.tga"
"<name>_happy.tga"
"<name>_sad.tga"


They're all 64 x 64 apart from the 3 Lord Excelsior ones which are 64 x 96 because of his silly tall top hat - which will obviously need to be drawn 32 pixels higher than the others (at full size). Hope that's not a problem.
There are no notes attached to this bug.




Viewing Bug Advanced Details
104 Feature request feature N/A 24-10-03 12:34 24-10-03 12:35
Doug  
martinp  
normal  
assigned  
open  
none  
none  
Unit "Action" Icons
I've created some 8 x 8 action icons for displaying over the units in various states. They are here...

K:\art\project files\interface\action_icons

Pretty much self explanatory, they are....

icon_low_fuel.tga
icon_low_ammo.tga
icon_capture_X.tga
icon_loaded_X.tga
icon_supplied_X.tga

(X = 1 to 9)

There are 9 versions of the capture, loaded and supplied icons so they can be colour linked to the team in question.

So we don't completely obliterate the unit under icons, the bottom left quarter of the tile (0, -8 offset from the tile itself) should be used for displaying the icons for "low fuel", "low ammo" and "capturing". If more than one is true of the unit then just cycle between them.

The top right quarter of the tile (offset of 8, 0) should be for displaying the "loaded" and "supplied" icons.

The bottom right quarter (8, 8) should be for "health" as we currently show. I've created a red version of the 5x5 font (in K:\art\project files\interface\FONTS) so we can flash between this and the white version when the unit's health is low - whatever that may be...... 3 or fewer?
There are no notes attached to this bug.




Viewing Bug Advanced Details
98 User Interface feature always 22-10-03 17:15 24-10-03 12:28
Steve  
martinp  
normal  
assigned  
open  
none  
none  
Top HUD menu
The top HUD menu (money and day) should only be half the width of the screen, currently the top middle tiles are always obscured by it.
Bug Notes
Doug   
24-10-03 12:28   
I've resized the offending panel graphic (panel_day_info.tga). It needs to be shunted 16 pixels to the right when displayed on the right hand side of the screen.

We'll have to also shunt the text and/or head graphic to suit this smaller panel - could be a bit of a squeeze.




Viewing Bug Advanced Details
24 Art feature always 07-10-03 16:47 23-10-03 15:21
stuarts  
martinp  
normal  
assigned  
open  
none  
none  
more animating 2d tiles like water etc
how about smoking wrecks of vehicles if killed ?
Bug Notes
Doug   
23-10-03 15:21   
All animated water tiles are here....

K:\art\project files\levels\land_tiles

All tga's starting with...

sea_
shore_
river_


Dead units for map screen to be found here....

K:\art\project files\units\sprites\dead




Viewing Bug Advanced Details
99 User Interface feature always 22-10-03 17:37 22-10-03 17:39
Steve  
martinp  
normal  
assigned  
open  
none  
none  
Factory screen unit graphics
Units should animate on the factory menu.
There are no notes attached to this bug.




Viewing Bug Advanced Details
100 User Interface feature always 22-10-03 17:38 22-10-03 17:38
Steve  
martinp  
normal  
assigned  
open  
none  
none  
Factory screen text
The text associated with the units you can't afford should be grey.
There are no notes attached to this bug.




Viewing Bug Advanced Details
97 User Interface feature always 22-10-03 17:14 22-10-03 17:14
Steve  
martinp  
normal  
assigned  
open  
none  
none  
Onscreen menus should disappear
when a unit is selected and the move range appears, or the attack range is queried all onscreen menus should switch off.
There are no notes attached to this bug.




Viewing Bug Advanced Details
96 Game engine crash always 22-10-03 16:26 22-10-03 16:26
Steve  
martinp  
normal  
assigned  
open  
none  
none  
Game freezes on Win
Nuff said.
There are no notes attached to this bug.




Viewing Bug Advanced Details
90 Feature request feature N/A 21-10-03 12:41 22-10-03 16:07
Doug  
martinp  
normal  
assigned  
open  
none  
none  
Move / Attack range changes
All files to be found here...

K:\art\project files\interface\cursor\textures

The movement range highlight works exactly as it did before (except now it's white and not the unit colour)...

movement_X.tga

(X = 1 to 9)

... I've made a graphic for each team in case we want to revert to having the movement range team coloured.

The attack range (which should be drawn at the same opacity) is linked to the unit's colour. So will look much like the movement range does at the moment...

attack_X.tga

(X = 1 to 9)

Bug Notes
Doug   
22-10-03 16:07   
Changed the movement range highlight to a team colour linked graphic.

edited on: 22-10-03 16:07




Viewing Bug Advanced Details
95 Game engine feature always 22-10-03 14:42 22-10-03 14:42
Steve  
martinp  
normal  
assigned  
open  
none  
none  
Banks
You can't capture the bank.
There are no notes attached to this bug.




Viewing Bug Advanced Details
94 Feature request feature always 22-10-03 12:45 22-10-03 12:45
stuarts  
martinp  
normal  
assigned  
open  
none  
none  
Put new unit death animations in game
in the battlescreens ....instead of the current death animation for vehicles, swap the model to the deadskin.amf
(most vehicles stay static on screen....smoldering on the road )
In the 2d map, load the dead icon and leave on the map for a day or so.
There are no notes attached to this bug.




Viewing Bug Advanced Details
92 Game engine feature always 21-10-03 14:47 21-10-03 17:35
Steve  
martinp  
normal  
assigned  
open  
none  
none  
Attack range highlight
Should not appear on the sea for land units that cannot attack sea units and vice versa.
There are no notes attached to this bug.




Viewing Bug Advanced Details
91 Feature request feature N/A 21-10-03 12:47 21-10-03 12:47
Doug  
martinp  
normal  
assigned  
open  
none  
none  
Highlight tile
To highlight a tile / unit for tutorials etc. use...

highlight.tga

(K:\art\project files\interface\cursor\textures)

Draw at the same opacity as movement and attack ranges.

It may have to flash as well if it's not obvious enough - we'll have to see.
There are no notes attached to this bug.




Viewing Bug Advanced Details
89 Feature request feature N/A 21-10-03 12:27 21-10-03 12:28
Doug  
martinp  
normal  
assigned  
open  
none  
none  
New "Target" icon
There is an animated target cursor to replace the flashing one we currently have. It consists of 4 frames (the duration of each should be the same as the movement cursor's). There are 9 colour versions so the cursor can be linked to the colour of the team.

K:\art\project files\interface\cursor\textures

target_XY.tga

(X = 1 to 9) - team
(Y = a to d) - frames
There are no notes attached to this bug.




Viewing Bug Advanced Details
85 Script system feature always 21-10-03 11:27 21-10-03 11:46
Steve  
martinp  
normal  
assigned  
open  
none  
none  
Highlight should blink
The scriptable highlight should blink.
There are no notes attached to this bug.




Viewing Bug Advanced Details
88 Script system feature always 21-10-03 11:34 21-10-03 11:34
Steve  
martinp  
normal  
assigned  
open  
none  
none  
Highlight order
Highlight should appear on top of units.
There are no notes attached to this bug.




Viewing Bug Advanced Details
87 Script system feature always 21-10-03 11:31 21-10-03 11:31
Steve  
martinp  
normal  
assigned  
open  
none  
none  
Blocking the cancel function
A command which lets me stop the using using the '7' button.
There are no notes attached to this bug.




Viewing Bug Advanced Details
86 Script system feature always 21-10-03 11:28 21-10-03 11:28
Steve  
martinp  
normal  
assigned  
open  
none  
none  
Dialog boxes - wait on screen
Need to have text boxes onscreen which do not go away until a certain command is performed, and are essentially in the background.
There are no notes attached to this bug.




Viewing Bug Advanced Details
84 Script system feature always 21-10-03 11:26 21-10-03 11:26
Steve  
martinp  
normal  
assigned  
open  
none  
none  
Dialog boxes
Ability to open a dialog of a specific size, in a specific position, which stays onscreen while performing an action.
There are no notes attached to this bug.




Viewing Bug Advanced Details
35 Game engine feature always 10-10-03 15:46 20-10-03 14:33
Steve  
martinp  
normal  
closed  
open  
none  
none  
Button tweaks.
Change intel button to ‘8’

Holding the '7' button over any unit should display their attack range.
Bug Notes
martinp   
20-10-03 14:33   
Done




Viewing Bug Advanced Details
79 User Interface feature always 16-10-03 14:52 20-10-03 13:48
Steve  
martinp  
normal  
closed  
open  
none  
none  
Menu navigation
Should be able to hold the d-pad to scroll through menus/selections.
Bug Notes
martinp   
20-10-03 13:48   
Done




Viewing Bug Advanced Details
78 Feature request feature N/A 14-10-03 18:12 20-10-03 13:24
Steve  
martinp  
low  
closed  
open  
none  
none  
Cursor position debug text
Will help me write scripts quicker :)
Bug Notes
martinp   
20-10-03 13:24   
Done




Viewing Bug Advanced Details
36 Game engine feature always 10-10-03 15:49 20-10-03 13:12
Steve  
martinp  
normal  
closed  
open  
none  
none  
Stop animating greyed out units.
Stop animating greyed out units.
Bug Notes
martinp   
20-10-03 13:12   
Done




Viewing Bug Advanced Details
29 Game engine tweak always 08-10-03 17:45 20-10-03 13:11
stuarts  
martinp  
normal  
closed  
open  
none  
none  
the camera scrolling to always show target cursor ?
If you targeting units with a long range shooter such as the heavy gun, the cursor often goes off screen.
Any chance the screen can centre the firing unit and its cursor more ??
Bug Notes
martinp   
20-10-03 13:11   
Done.




Viewing Bug Advanced Details
12 Game engine feature sometimes 07-10-03 15:45 20-10-03 12:52
martinp  
martinp  
normal  
closed  
open  
none  
none  
Some units suddenly can't be targetted
Some units suddenly can't be targetted. There doesn't seem to be a pattern to this happening.
Bug Notes
martinp   
16-10-03 16:09   
To try to re-create this bug.
Select a unit Move it to a square but undo the move just before you OK the move. Undo the whole unit move fully.
The unit can not then be moved but still draws.
martinp   
20-10-03 11:33   
Hmm can't re-create this bug using the method described?
martinp   
20-10-03 12:50   
It happened when undoing from an attack without the unit moving.
martinp   
20-10-03 12:52   
Fixed in the next build.




Viewing Bug Advanced Details
82 Game engine feature sometimes 16-10-03 18:08 17-10-03 14:30
martinp  
martinp  
normal  
closed  
fixed  
none  
none  
The multiplayer BlueTooth game sometimes crashes
The multiplayer BlueTooth game sometimes crashes with an "unknown message" error.
This is caused by the NlueTooth network layer sometimes not delivering complete packets to the game engine.
Bug Notes
martinp   
16-10-03 18:18   
The bug was fixed by adding a fragmented data receive to the PacketQueue class.




Viewing Bug Advanced Details
81 Feature request feature N/A 16-10-03 17:24 16-10-03 17:26
Doug  
martinp  
normal  
assigned  
open  
none  
none  
Multiple Layer Map
Here's a break down of the layers we'll need for everything I have in mind for the Map Screen...

1st (top) layer:
All units (with shadows). Could the shadows be drawn on a separate layer underneath this one so units don't cast shadows on each other?

2nd layer:
Unit shadows (if possible).

3rd layer:
Map grid.

4th layer:
Other map effects such as a compass graphic, scale, road names, folded corners of the map etc.

5th layer:
Trees and mountains (with shadows)... again preferable to have shadows on a separate layer underneath...

6th layer:
Tree and mountain shadows.

and finally....

7th (bottom) layer:
Basic map elements that make up the level.
There are no notes attached to this bug.




Viewing Bug Advanced Details
80 AI Engine feature always 16-10-03 15:07 16-10-03 15:07
Steve  
martinp  
normal  
assigned  
open  
none  
none  
Player names in colour
The 'day 1' 'player 1' message.

Can we have the names of the players in their team colour? i.e. Comp in yellow, player 2 in blue, boris in green.
There are no notes attached to this bug.




Viewing Bug Advanced Details
38 User Interface feature always 10-10-03 15:50 16-10-03 15:06
Steve  
martinp  
normal  
assigned  
open  
none  
none  
Day 1, player 1 message
Player shouldnt be able to skip this, but it should only display the 'day 1' for the first player, i.e. once a day.
There are no notes attached to this bug.




Viewing Bug Advanced Details
37 User Interface feature always 10-10-03 15:49 16-10-03 15:05
Steve  
martinp  
normal  
assigned  
open  
none  
none  
End turn menu
Make it solid rather than transparent.
There are no notes attached to this bug.




Viewing Bug Advanced Details
45 Feature request feature N/A 10-10-03 18:01 16-10-03 15:05
Doug  
martinp  
normal  
assigned  
open  
none  
none  
Dead Units
Display a dead version of a unit that's been killed on the map screen for the remainder of that player's go.
There are no notes attached to this bug.




Viewing Bug Advanced Details
77 Script system feature always 14-10-03 14:14 14-10-03 15:56
martinp  
martinp  
normal  
closed  
open  
none  
none  
Script does not work properly
Using the code:
UIHighlight_Reset()
UIHighlight_Add(5,5)
temp = GetUnitIDAt(5,5)
DisplayText("C00_T08")
InputWaitPressedA()

UIForceSelectUnitID_Reset()
UIForceSelectUnitID_Add(temp)


Does not seem to work properly and the unit is not forced to be selected; But:

UIHighlight_Reset()
UIHighlight_Add(5,5)
DisplayText("C00_T08")
InputWaitPressedA()

temp = GetUnitIDAt(5,5)
UIForceSelectUnitID_Reset()
UIForceSelectUnitID_Add(temp)

Does work properly. The 'temp' variable seems to be getting corrupted.
Bug Notes
martinp   
14-10-03 15:56   
The check for variable de-scope was doing the variables out of order of the If and the variable add/sub/mul/div etc commands.
martinp   
14-10-03 15:56   
Tested and fixed :)




Viewing Bug Advanced Details
75 Feature request feature always 13-10-03 14:12 13-10-03 14:18
stuarts  
martinp  
normal  
assigned  
open  
none  
none  
put new office cutscenes into game
can you please put the new cut scenes of the henchman walking into office, more animated talking and walking over to the campaign map.
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44 Game engine feature always 10-10-03 15:59 10-10-03 15:59
Steve  
martinp  
normal  
assigned  
open  
none  
none  
Health display in battle screen.
In battle screen

Health blocks should correspond with onscreen integer rather than showing fractions of a block (obviously still keep this resolution in the health rating though).
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