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Everything posted by Impish Kat
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Thanks for the notice. I had quoted Leo's original post to make a correction, and didn't realize the formatting went bonkers. Will try to fix.
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Multi-boxing; A general question kinda thing...
Impish Kat replied to BitLoadr's topic in General Discussion
I've already seen notice on Discord of someone getting kicked for multiboxing... as in, ONE account, multiple instances. I believe there is a post in the Discord about multiboxing where they clarify that SEPARATE accounts on separate computers are fine. I'm not tech savvy enough to know how they can tell, but apparently they have their ways. -
That is exactly how I have my movement bound. I like the easy access to the numberpad from there. Again, the method of movement does not change the lag of high population areas that creates the jerky movement effect. Like I said, it happens even while flying in a straight line (which should be smooth no matter what key you are using).
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Thanks for the Base Love, Leo! quote author=Leandro The Cheat Sheet: Keys: Shift = Hold for vertical movement Ctrl = Hold for horizontal movement Alt = Hold for spin Shift + Alt or Ctrl = hold for 360 spin F1 = Cycle through grid sizes F2 = Cycle through snap angle degrees F3 = Enable or Disable room clipping F5 = Cycle through anchor points (floor, wall, ceiling, surface) Shift + Tab = Cycle through visible items Ctrl + Z = Undo The Slash commands: /edit_base [1/0] = Turn base editing on or off. 1 = on, 0 = off /grid_snap [value] = Set item placement grid to [value] degrees. Default grid = 1 /angle_snap [value] = Set rotation value to [value] degrees. Default snap = 5 /room_clip [1/0] -- 0 = In parent room, 1 = no constraints /see_everything [1/0] = See the boundary boxes for everything in the base. 1 = on, 0 = off /stuck - To get back to the base portal /sg_passcode [word] = Set the base passcode to [word]-<game generatednumer> (note: you need to be on a character with base edit permissions to use this command.) /base_default_sky <0-15> - Set the default sky setting to one of 15 preset values: 0 - Praetoria 1 - Atlas Park 2 - Boomtown 3 - Mercy Island 4 - Grandville 5 - Cimerora 6 - Night Ward 7 - Shadow Shard 8 - Storm Palace 9 - Dense Fog 10 - Rikti Invasion 11 - Zombie Apocalypse 12 - Praetorian Invasion 13 - Lighted Paths 14 - Shadowed Paths 15 - Spaaaaaaaaaace! FAQ What does it mean to build outside the base? It means exactly that. By pressing F3 you make "Room Clipping Enabled" and with that you can build above up to a height of 900 or a low of -2,000 but you still have to stay close to the lateral edges of the base plot. So if I can build outside the plot why would I ever want to build inside? The advantage to building inside the plot is you can use the walls and lighting. Lighting outside will someday be fixed but it is a ways off yet, so until then you'll need to use items from the lighting tab. What if I want to build inside and outside? You can! Look for base beacons and teleport points. Simply place the teleporter of your choice and a beacon (or 9) Then go to the place you'd like the teleporter to take you and place the necessary teleport point. ETA: 1. enable room clipping (F3) 2. fill a room section from top to bottom, creating a filled wall/pillar 3. put things on top of the filled section... outside Tips: You can place a large surface item on top of the section and put things on it. Filling multiple sections makes for easier building/placing things on top. You can clear the section back down to floors and ceilings after building what you want on top (so you can build inside again) You can move your entrance teleporter to the top You can set the inter-base tp points to go back and forth between inside and outside You can raise and lower items above and below the base... but you have to stay within the horizontal parameters of the actual plot. You will need to use lamps & lights outside, as there is no ambient lighting... OR you can wait for the next patch that will allow you to enable outside ambient lighting. 5/30 Patch: Added an experimental option to use outdoor lighting in supergroup bases. It is recommended you try it with different skies to find one suitable for your base style. Outdoor lighting disables the dynamic lighting used in base rooms and from base items; there's (at the moment) no way to have both. What about sounds and music?** We don't yet have ambient sounds you can place like you do items but there is a catalog of things or you can place your own music. Music New command: /sg_music "filename" will play the given sound file in the supergroup base, using the Music channel. You must have base editing permissions to use this command. This will play any sound file from inside the piggs or data folders. Everybody who enters the base will hear the music you selected if it is in the pigg files; but if you place your own .ogg files in your data/sound/ogg folder, only you (and those who have a file with the same name in that folder) will hear it. The music will update in real time if you use the command while inside your base, so you can use this to pseudo-DJ events in your base. File names that end in _loop will loop forever. This is not something I came up with, that's how the game's always worked. So if you use /sgmusic "levelup7" it will play the level up sound once (when you enter the base) and then be silent, but if you use /sgmusic "Objective_loop" it will play the glowies sound forever (and drive everybody insane looking for it.) To remove the music, use /sgmusic ""; currently playing music will fade out, not abruptly stop. If you don't find something that works for you on the following list, you could try the list on the P-wiki: https://paragonwiki.com/wiki/Music In tinkering with it a bit, I noticed that most of the time you only need to use the last portion of the file name and without the .ogg. For instance: the file AtlasPark_AtlasPlaza.ogg only needs AtlasPlaza to run with the /sgmusic command. However, some files did require using the full file name. So, it might take a couple tries to get it right. I was unable to get a normal file to loop by adding that parameter. Also, most of the files marked "unused" did not want to play for me. Music i20_01High_a_Loop: Dramatic music. "01" can become "02" and "03." "a" can become "b" and "c." "High" can become "Low." Many variations. BankHeist_loop: Fast paced techno Carnival3_loop: Generic carnival music Cave2_loop and Cave4_loop: Quiet military-style techno CDEC_Lobby_Music_Loop: Peaceful chords Chant1_loop: Ominous chanting Freakshow1_loop and Freakshow2_loop: Industrial grungy techno GiantShivanMission_Loop: Dramatic fight music H_music1_loop_new and H_music1_loop: CoH Main Menu theme JMission5_loop: Jazzy techno N_MenuMusic_loop: New main menu theme NewRave1_loop to NewRave6_loop: Pocket D P_Music1_loop: Going Rogue main menu theme SkullsRaveMusic_loop: Heavy techno SigStoryArc_Combat_Loop: Increasingly dramatic theme SpeakeasyMusic_loop: Upbeat, light techno SpookyCaveRoom_loop: Slow, ambient chords Stats_loop: Generic techno Studio55_01_Loop: Generic house music TsooAmb1_loop: Peaceful bells and chords V_Music1_loop: CoV main menu theme Yins2_loop: Chinese beat #Ambiance (Misc.) Agony1_loop and Agony2_loop: Crazy noises made by crazy people Bar2_loop: Crowded bar BarAmb2_loop: Quiet bar Boat1_loop to Boat4_loop: Boat engine and rushing water, with horns in the distance Blackwand2_loop: Pulsing energy Cadence_loop: Distant marching steps and drum beats Cellblock_loop and Cellblock2_loop: Sirens and ringing bells ChurchBells_loop: Church bells ColiseumCrowd_Ambience_1_loop to ColiseumCrowd_Ambience_4_loop: Shouting audience crwodamb2_loop: Crowd CrystalSteamPit_loop: Pulsing energy Donut_loop: Restaurant factory3_loop and factory4_loop: Quiet, metal thumping factoryrattle_loop: Rattling machines FastFood_loop: Crowded restaurant FirstWard_ShadowyComets_Loop: Distorted pulse with high pitch streaks FirstWard_ShadowyOrb1_Loop: High pitch whining hum Flotilla_EngineRoom_Clack_Loop: Clacking noise Flotilla_EngineRoom_Water_Loop: Echoing, hollow ship interior Flotilla_MachinePulse1_Loop and Flotilla_MachinePulse2_Loop: Distant machines pulsing Flotilla_ShipCreaks1_Loop: Creaking metal hospital5_loop: Hospital room gamblingamb1_loop: Crowd and jingling coins generaldestruction_loop: Chaos giantpump_loop: Rhythmic, distant, hollow thumping metal KingsRowSirens_Loop: Distant sirens klaxon2_loop: Klaxon Mariachi_loop: Mariachi band Midnight_Club_Library_02_Loop: Hushed whispers and rustling MonkeyFight1_loop: Monkey fight MusicStore_Loop: Terrible violin nemesisbubble_loop: Soft bubbling with tinny hum NemesisHalberd_loop: Quiet burning outbreak4_loop: Riot with sirens Pinball1_loop: Pinball Prison1_loop: Prison riot, high-pitched siren PoolAmb1_loop: Pool hall PropPA_loop: Low, droning voice over a PA Propaganda1_loop: Deep, booming voice over PA PRadio1_loop: Quiet, police radio chatter radiocom1_loop: Tinny, distorted, alien-like voice RecluseVO3_loop: Recluse's Grandville speech Resistance_Ghouls_Battle1L_Loop: Warfare Ruladak1_loop: Low, pulsing hum RularuuMonumentBuild_loop: Distorted dimensional energy hum RuneVox_loop Airy, mystic hum Sentinal3_loop: Distorted, echoing, strange noises Siren1_loop: High-pitched siren sonor2_loop: Sonar Spooky2_loop: Creepy background noise tele1_loop Telephone VoxStatic_loop: Distorted voice WoodenGears2_loop: Wooden gears moving #Ambiance (Nature) Apparitions_LieutenantAura_Loop: Distorted wind Apparitions_MinionAura_Loop: Low, distorted wind ActiveMold_loop: Low, rattling, bubbling sounds Bats_Scattered_Loop: Chattering bats birds_loop Birds chirping BoneClub_loop: Hollow hum calmwater_loop Calm pond Cave_Pool_01_Loop to Cave_Pool_04_Loop: Echoing pool of water Cave_River_ActiveA_01_Loop to Cave_River_ActiveC_01_Loop: Rushing river Cave_River_Alcove_01_Loop to Cave_River_Alcove_03_Loop: Calm, moving water Cave_River_CalmA_01_Loop to Cave_River_CalmC_01_Loop: Moving water Cave_Trickle_01_Loop and Cave_Trickle_03_Loop: Echoing, dripping water Cave_Wind_02_Loop and Cave_Wind_04_Loop and Cave_Wind_05_Loop Calm wind ChantryThunder_loop and ChantryThunder2_loop Storm system CloudOfIce_Loop: Quiet, icy wind CragsWind_Loop: Quiet wind creatures_loop Various animal sounds CricketsBirds_loop: Crickets, birds, and owls DestroyedOurorobos_Wind_Loop Soft wind and thunder EdenAmb1_loop: Wild birds FirstWard_InvertedShadowyPaths_Loop: Park, birds, pulsing hum FirstWard_Vortex1_Loop: Plusing, low grumbles that shift into higher pitched winds FirstWard_WaterLapsBuilding01_Loop and FirstWard_WaterLapsBuilding02_Loop: Shoreline FirstWard_Wind_Hi_Loop: Loud wind FogWind_loop: Still, empty wind Giantoctopus_loop: Low grumbling with water gloop_loop Gloop loop Grasshoppers_Loop: Grasshoppers Grasshoppers-Crickets_Loop: Grasshoppers and crickets gulls1_loop: Seagulls HamidonSeed_Idle_Loop: Distorted insect noises HamidonSeed_Malignant_Continuing_Loop: Bubbling liquid Hamidon_Room_Loop: Slow pulsing hums KingsAmb1_loop: Empty wind LavaBG_loop: Lava LiquidTank_Loop: Bubbling liquid Midnight_Club_01_Loop: Empty cave Mushroomportal_loop: Soft, windy hum with whispers N_Rain_Loop: Rain RobotRoom2_loop: Rumbling lava room1_loop: Empty air room2_loop: Deeper empty air rularuustorm_loop: Wind, thunder, and electricity SeedOfHamidon_Breathing_Loop: Whale sounds SeedofHamidon_LowHealth_Loop: Echoing bubbles Stringa_loop: Ocean, seagulls and distant sounds of boats StormHit_loop: Crackling electricity with low, rumbling winds ThePit_loop: Quiet cave hum Thermite_loop: Low hum thorneyes_loop: Grinding hum Tumbleweed_Wind_Loop: High pitched wind with tumbleweeds billowing WaterfallClose_01_Loop to WatervallClose_03_Loop: Waterfall WaterWaves_02Stereo_Loop: Waves on the shoreline WavesGulls_loop: Sea and seagulls windleaves2_loop: Wind blowing leaves Wind_Wintry_Loop: Fierce, chilling wind Windtunnel_loop: Wind #Ambiance (Tech) 5thColumnPortal_loop: Loud, obnoxious portal ArachElev2_loop: Low Pulse ArachnosStatic_loop: Distorted, erratic static beepIBM_loop: Crazy erratic beeping ControlRoom2_loop: Beeping Sci-fi terminals IDF_BattleOrbI_Idle_Loop to IDF_BattleOrbIII_Idle_Loop: Vibrating hum Data2_loop: Rattling tech DataConsole1b_loop: Soft, erratic beeping electricalring_loop: Hum with electricity EmpowermentMachine_loop: Rushing air EmpowermentMachinePulse1_Loop: Slow engine EmpowermentMachinePulse2_Loop: Slower Engine EmpowermentMachineSqueak_Loop: High-pitched squeaking/grinding engine EmpowermentMachineSteam_Loop: Obnoxious, grinding steam sound Gen1_loop: Light generator hum GroundingRayIdle_Loop: Pulsing, high-tech energy HD_loop: High-pitched, squeaking fan hipower_loop: Fans and generic humming machines Laser1_loop: Tinny, high-pitched hum nemesis2_loop: Idle engine NemesisDrill_loop and NemesisDrill2_loop: Loud engines OroborosPortal_loop: Pulsing portal particle_loop: Humming tech particlehit_loop: Distorted humming tech PhalanxAmb4_loop: Beeping, Sci-fi computers pillboxforcefield_loop: Low forcefield Portal2_loop and Portal2b_loop: Pulsing portal portal4_loop: Low, tinny forcefield powermaul_loop: Pulsing electricity RiktiDataRm2_loop: Erratic, distorted hum robotbeep1_loop and robotbeep2_loop: Erratic beeping Sapper2_loop: Crackling electricity Turbine2_loop: Low, rotating generator vortex1_loop: Distorted portal vortex3_loop: Pulsing, distorted portal #Music+Ambiance BoomMix_loop: Techno boombox sounds, with radio static and voiceover Chalet_loop: Accordion music with chattering crowd Jukebox2_loop: An assortment of slightly muffled, old songs. Cassette put into a machine before each one loungemusic1_loop: Lounge music, primarily trumpet, with people speaking and plates clattering in the background Oroboros_loop: Some birds chirping over a calm piano song. Hints of wind and water flowing in the background. Swiss_loop: Ski chalet ambiance Tiki4b_loop: Tribal drum beats, with applause every few minutes
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I know you are trying to be helpful, but it's coming off rather condescending to me. I have already stated that I have adjusted my graphic settings to no avail. This should have indicated to you that I have some kind of clue. I know how to use the netgraph, and the rig I'm playing on now is the same as what I played on live. I feel like your singular focus on your "diagnosis" has blinded you to the whole picture. For instance, you seem to have missed the part where I say it plays normally on mission maps, except in the case of a highly populated (and therefore multi-instanced) zone map. This lag related motion issue is very obviously connected to the population load on certain maps. The movement issue described in the OP is exactly the same as what I'm experiencing. I've just gone into more detail. You are right about one thing, this does cause motion sickness. And let me be very clear, I RARELY get motion sick. It's not really a thing for me. But this does do it.
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Beautiful work Heraclea. Don't you love having fountains to work with? And the water! (does anyone remember having to use the "slow" raid items with the "ripple" effects for water? lol) Lola, I really really really want to see your pictures, but they are broken for me as well. I'm not sure this forum plays nicely with dropbox....
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Select the item you want. Place it on the floor. Then, use the following commands while click/holding the item to move it as you need: SHIFT = vertical CTRL = horizontal (on any level plane) ALT = spin on y (vertical) axis CNTRL+ALT = flip object on x (horizontal) axis The base building itself has "hard boundaries". So, even with the skybox ceiling open, you cannot go beyond it. What you want to do is build on top of the building. To do this, you need to enable the new function of "room clipping" (F3) Then, you will want to fill the area you want to build on with solid floor to ceiling walls. This will create a solid "roof" area that will act like a "floor" outside. For easy access, you may want to move your entrance portal to the outside roof area. Set your outside sky to Spaaaaaace, by using the new command /base_default_sky 15 You should be able to build as vertically high as you like, though I'm not sure about how far you can go horizontally. Once you have your "rooftop" base built, you can go into the building and delete all the walls. You will need to set up internal base tps with the new beacons & tp points to move between the inside and the rooftop base. All this information has been discussed extensively in the Discord channel. Hopefully we'll get some guides pulled together in the near future.
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Someone on Discord mentioned that they had to get away from a high population zone for their respec to work. I don't know how that would affect the fact that the game says you don't even have any to use, though.
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Daily login rewards. It can be done, right?
Impish Kat replied to Magnus_Star's topic in General Discussion
Actually the answer is, even if they could we don't think they should. Just because something can be done doesn't mean it should be done. Thank you, Dr. Ian Malcolm. Don't be a jerk just because you don't like the answer. -
Supranova, this is not motion sickness due to graphics. I used to have my graphics at full Ultra all the way, and the combat camera shake does not bother me. Just to be sure, I did reduce most of my graphic options. However, it made no difference. This is jerky movement caused by lag. For instance, when in flight, which should be smooth, it stutters jerkily. When jumping, any movement correction is exaggerated, so you end up constantly over-correcting, like a swerving car. It only occurs in high population areas and maps instances. When on a mission map, away from high population, movement is smooth and not problematic at all.
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Homecoming Server Update: Character Shard Transfers!
Impish Kat replied to GM Tempest's topic in Announcements
uhm... what if we're using the Island Rum launcher? -
The Showdown at the Litterbox: And Away we go
Impish Kat replied to catsi563's topic in General Discussion
Sprays silly string into the air muahahaha -
The administrators here have already said they are not taking donations to avoid possible problems with ... the elephant in the room. And even if they were considering ways to bring in cash flow to cover costs, I agree that P2W is not an ideal solution.
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I believe it's caused by lag in high population areas or maps. I have the same problem, the jerky movement literally causes motion sickness. As soon as I enter a mish map, away from the population, it's smooth. However, if the mish map happens to be an instance of one of the high pop zones (AP, Steel), I'm back to hurky jerky movement. It's definitely discouraging for getting any quality play time in.
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The base forum cannot be complete without a show off thread! Since I have not had time to work with the new stuff, I must live vicariously through all you brilliant creative (obsessive?) people. So post some pics of what you're working on! I don't care if it's still a Work In Progress, or a completely finished masterpiece, one room, a cool bit of clever placement, or whatever... let's see it! ♥ ☺ ♥ Edit to Add: The value of 700 is still a little large... I like to use 600. Some folks prefer 400... ymmv
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Make sure you have your "object" window up (click on the word object at the top of the editing bar). When you are in room style mode, select the section in question. The object window should show a diagram of the section; 2 floors, wall, 2 ceilings. You can add or clear the portions you want with that diagram.
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Interesting theory... *notes to test it out... sometime*
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Haven't come across any mention of that as of yet. Keep us posted if you figure it out!
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Daily login rewards. It can be done, right?
Impish Kat replied to Magnus_Star's topic in General Discussion
Actually the answer is, even if they could we don't think they should. Just because something can be done doesn't mean it should be done. -
Yeah, it's pretty dark up there, lol From what I've seen on Discord, folks seem to be embedding lights into objects to create an ambient glow. Or, y'know, just using lights all over the place, lol.
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It was brought to my attention that the numbering for the skies in my previous post were off... Because text editor numbered list doesn't like to start with zero. :facepalm: Should be correct now. Also, for folks starting out, some commands to help you move and place items... To move an item, left click, hold, and use these keys as you move: SHIFT = vertical CTRL = horizontal ALT = spin CNTRL+ALT = flip object on axis
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Daily login rewards. It can be done, right?
Impish Kat replied to Magnus_Star's topic in General Discussion
Not a huge fan of this particular game mechanic. It makes sense for a commercially run game, that is dependent on keeping their numbers constant in order to prove their worthiness for funding... But for a completely volunteer project like this? meh. -
Would a supergroup subforum be a good idea?
Impish Kat replied to Impact's topic in General Discussion
SG recruiting forum?... maybe. But just as a little fyi, Base Raids went the way of the dodo long before shutdown, and as far as I know, it would be extremely difficult to bring them back at this juncture.