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Impish Kat

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Everything posted by Impish Kat

  1. Oh! I'm sorry, you're right. That's what happens when I stay up until ogoditsearly in the morning. :facepalm: Yah, I couldn't find the code stuff in the patch notes either. I think that it would be an excellent way to allow leagues to run trials through a base. If there is a command to change the passcode, you could conceivably create a "guest code" for the trial, then switch it to a "member code" afterwards.
  2. Base permissions have to be set to allow team members. It's at the bottom of the big list of permissions that every sg leader should be setting when they create their sg. The default is to NOT allow team members into your base. As far as the passcode goes... I think this should allow anyone with the code to enter the base, whether they are on a member's team or not. My memory is foggy, but I want to say this was implemented so that leagues could run certain trials (I'm looking at you, CoP) without having an sg member as the leader for every team. It seems to be an optional thing. I suspect there is a command for it, but I didn't see it in the i25 patch notes.
  3. Okay... here we go... I always got these two mixed up.... thankfully there's still the P-wiki https://paragonwiki.com/wiki/Enhancement_Converter_Salvage Converters can be used by clicking on "Convert" on the enhancement tray. They are Character Bound. Using a converter doesn't force the resulting enhancement to be Character Bound; the resulting enhancement can be traded like any other enhancement of the same type. https://paragonwiki.com/wiki/Enhancement_Catalyst_Salvage To use this salvage, enter your enhancement management screen. Click on the power that contains the slotted Archetype Origin enhancement. Once in the combine screen, click on the enhancement you wish to upgrade. This will cause the enhancement to slide into the left combine slot and will cause the Enhancement Catalyst salvage to appear in this screen. Click the Enhancement Catalyst to cause it to slide into the right combine slot. Click Combine to complete.
  4. If you figure it out, let me know. And vice versa :) Okay... I tinkered with this for a bit... First and foremost... enable room clipping (F3) I had to start with a fully filled section (2 lvls ceiling, wall, 2 lvls floor) Then I was able to place items ON TOP of the filled section. I was able to place a surface item that was larger than the section with no problem. Next, I set a tp inside the base, and connected it to the alpha beacon, like normal Then I set a tp on top (outside) the base and connected it to the beth beacon, like normal. NOW, the trick became the points... I connected the alpha point to the top (outside) tp... so the inside tp was "pointing" to the outside point. Then I connected the beth point to the inside tp... so the outside tp was "pointed" to the inside point. The thing to remember about the points is that is where you will "land" when you tp. So you need to position them in such a way that you won't get stuck... which I learned the hard way. I had forgotten to enable room clipping when I positioned the top point, so it was on edge. I kept getting stuck in the ceiling... lol For placing things up top, I found that I could place them directly on the filled base section but not on the large surface tile I had placed. HOWEVER, once I got an item up there, I was able to move it around on the surface tile without issue. It was like the quirk of needing to set something on the floor before you could raise it. One other thing I noticed about the outside... there seems to be no ambient light. So you will need to light with lamps and such (hiding lamps is a fun way of creating ambient light). That was pretty much the extent of my experimentation. It sounds like others have gotten a lot further!
  5. Oh my... How fun Unfortunately, many of those guides are outdated. Some of the stacking guides still refer to stacking desks, when at the end of things, there were quick commands that made desk stacking obsolete. Unfortunately, I've lost my cheat sheet, so I'm remembering things bit by bit... SHIFT = vertical move CTRL = horizontal move ALT = spin (on x axis?) There were other combos... one to spin on y axis... SHIFT+ALT (or CTRL)? egads I'm so rusty! And the new i25 commands open up new possibilities... No more attaching wall items to a cubicle to float them in mid-air!
  6. Another keybind trick is to create a keybind with a press & release function. Press for power A, release for power B You can set up a string for Press A, Release B, Press C, Release D... etc... I did this for toggles Turn on NUMPAD2 "+ $$powexec_toggleon Maneuvers$$powexec_toggleon Tactics$$powexec_toggleon Acrobatics$$powexec_toggleon Mind Over Body$$powexec_toggleon Tough$$powexec_toggleon Weave" Note that takes 3 press/releases to toggle all powers on While this one... NUMPAD3 "+ $$powexec_toggleoff Maneuvers$$powexec_toggleoff Tactics$$powexec_toggleoff Acrobatics$$powexec_toggleoff Mind Over Body$$powexec_toggleoff Tough$$powexec_toggleoff Weave" Turns them all off instantly. This is done with the + sign in front of the bind string There is also a ++ function, though I've not really used it, myself. Here are the notes that I've had stored away ... I can't even remember who wrote this up... Cuppa, maybe? It might be more than what you need right now, but you might want to copy/paste it into a note for later
  7. Okay... I have a similar bind set up CTRL+Q "beginchat /bind Q target_custom_next enemy alive " This bind will set Q to target a specific named enemy. Notice the space before the end quotes. Your quote marks seem oddly placed. Remember that the target needs to be the name, not the rank... specific vs. general. I've also found the list of slash commands to be a useful complement to the bind guide: https://paragonwiki.com/wiki/List_of_Slash_Commands
  8. Are converters dropping? I was just getting the hang of those back in the day...
  9. From the brief conversation I saw on Discord, the drops roll as normal. When you disable drops, you are essentially opting to reject the given roll (like dropping junk on the ground). Bonus, though, there is apparently some new badges associated with dropping drops... the rejected "junk drops" go on a counter toward those badges.
  10. Check out the Bases section in the i25 patch notes: https://docs.google.com/document/d/11cLJiSYlfueJheOumRywG8Evip2Mjmu_30Y6ePaetqY/edit#heading=h.26in1rg New Key Bindings: F1: Cycle through grid size settings. Settings are Disabled (no grid), 1/4 unit, 1/2 unit, 1 (Default), 2, and 4. F2: Cycle through rotation angle snap settings. Settings are Disabled, 1, 3, 5 (Default), 10, 15, 30, and 45 degrees. F3: Toggle 'room clipping' mode. When in room clipping mode, items are allowed to be placed partway through walls and outside a room, and may be placed at any height, even completely above or below the room. At least 1 world unit of the item's bounding box must still remain inside the room. F5: Change the attachment mode for the selected item. Attachment modes cycle through Floor, Wall, Ceiling, and Surface. CTRL+Z: Undo. Reverts the last change made in the editor. CTRL+Y: Redo. Reverts the last undo, but only if Undo was the most recent change. Slash Commands: The following new commands are available while in base editor mode (bring down the chat window to type them in) /grid_snap value Sets the item placement grid to <value> world units. The default grid size is 1. /angle_snap value Sets the rotation angle snap to <value> degrees. The default angle snap is 5. /room_clip 0-1 room_clip 0 (the default) constrains items to be completely inside their parent room. room_clip 1 allows the bounding box of objects to extend partly outside the room, and disables vertical constraints entirely. /base_default_sky 0-15 sets the default sky that the base will use outside of Sky volumes. (I think sky volumes are the ones you can set inside the base, for a room by room setting?) 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! Added Search function to UI. Clicking on 'Place Item' reveals the search bar. Remove query from search bar, to regain access to the complete base library. There are a ton more notes in there, can't cover them all... anyone have their cheat sheet of old commands? are they any use still?
  11. Ahhh... had not thought of that possibility. At first I thought, "Why would colors be attached to prestige?"... then I remembered, sg mode=prestige mode. huh. That would be a little bit of a bummer. But people can still create an sg costume as one of their normal costume changes, I suppose. Okay... sorry for quoting myself, but after tinkering a little, I found out I was right the first time. Each member needs to go into SG settings (bottom tab of sg roster). They should hit "accept" on the first page which takes them to a page where they can set the colors for their costume. The color selection page has a list of every costume piece and columns to set colors for "normal" and for "sg". There is also a "hide sg emblem" option at the bottom of the page. Once colors are chosen, hit "accept" to get out of the interface. Then, when they go into sg mode (top right of the sg roster), their costume colors will switch. I just tried this myself with two of my alts that are in the same sg.
  12. Another "high pop" bug: every so often will get a full screen flicker, it's quick but noticeable.
  13. Yes... I've gotten this. Not as often as you describe, but definitely every once in a while, and usually when I'm in a high pop area. I'll add it to my BUG thread
  14. So... my experiences over the last couple days have been such: 1. Laaaaaagg. Mostly to be expected with high server load. I don't know how some people are saying it runs smoothly for them. My movement has been very jerky and difficult to manage. I don't dare try to team, as I'm positive my movement will get me killed in no time flat and I'll just end up decorating the foorls. I've tried lowering Ultra settings to no avail (and I did not need to lower them back in the day). Seems very much a "high pop" area issue, as it does seem to disappear when I'm in an instanced map (movement is smooth and normal). 2. "zone" weirdness. I'm getting a big black box over the screen graphic whenever I use a door or zone. 3. Glowies in the Hellion cave (Habashy's 3rd? mission) don't glow or make sound. 4. alt+tab does not work. I had to ctrl+alt+delete to get to my desktop, and that pretty much borked everything. The "tab" that was supposed to be CoH was a big black nothing. Had to quit it through the taskmanager. 5. The last thing I noticed, was in the tutorials. In both Galaxy and Outbreak you can purchase initial goodies including Ninja Run and Jump Pack. Both of these can be slotted and used immediately in Outbreak, but not in Galaxy. It was postulated that it might be working as intended because of the "level lock" in Galaxy. Also, upon completion of Outbreak, you get 2 large inspies, whereas in Galaxy you only get one. Not sure if that is wai. Anyone else have odd bugs you've noticed but maybe not mentioned because of larger issues?... feel free to share.
  15. You might have to toggle your "style" options around a bit (armor/skin/tights, etc.,.), it's in there somewhere.
  16. Ahhh... had not thought of that possibility. At first I thought, "Why would colors be attached to prestige?"... then I remembered, sg mode=prestige mode. huh. That would be a little bit of a bummer. But people can still create an sg costume as one of their normal costume changes, I suppose.
  17. to complement the keybind guide... https://paragonwiki.com/wiki/List_of_Slash_Commands
  18. I think they need to go to the sg settings to pick the sg colors for their costume. Then, when they enter sg mode, the colors will switch.
  19. If I could upvote this I would. I mentioned this in Discord the other day. It's hard to know if the things I'm noticing are the same as everyone else, or if maybe I've noticed something different that might be useful. Having a separate Bug subforum would help with that, and also help pare down the redundancies.
  20. I usually fall back on this guide, found in the P-Wiki... https://paragonwiki.com/wiki/The_Incomplete_and_Unofficial_Guide_to_/bind
  21. I'd like to see a Base Builder's Subforum, as well as Market, and PVP
  22. I know this is the way things are done these days, but I have seen more forums devolve into popularity wars because of it. I'm not keen on it. i wasn't aware that was a typical forum feature. i thought it was only a reddit thing It is pretty typical, but I also mean in general (FB, Twtr, etc.,.). Actually, the only time I've seen this implemented successfully was a pet forum that only allowed upvotes.
  23. I was told (but have not checked myself) that the in-game email is functional.
  24. I know this is the way things are done these days, but I have seen more forums devolve into popularity wars because of it. I'm not keen on it.
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