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Naomi

Retired Developer
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Posts posted by Naomi

  1. 3 hours ago, Purrfekshawn said:

      

    How about proleferation of Roman Santal Style for Male Models then? It does NOT need making separate model unlike hairstyles, it just needs UNFLAGGING this style as NPC-only for Male bodies, like it was unflagged as NPC-only for Female bodies at i24 update (when CoH was closed). l believe it's a bug in general, because there was some wonks with working on i25, they meant to add Roman Style for all Male, Female and Huge models, but accidently ended up enabling it for Females only.

     

    Look here: https://docs.google.com/document/d/11cLJiSYlfueJheOumRywG8Evip2Mjmu_30Y6ePaetqY/edit#heading=h.gjdgxs

    There is a string "More Roman Sandals: Boots", yet there is not specified that it's added as Female only, and in fact it was. Which is why l believe having it still flagged as NPC only is a bug in general, and it has to be fixed like any other bug.

     

     

    You can post it or I can move it for you into the Bug Reports sub-forum or Report Costume Issues Here thread in the Bug Reports sub-forum. Your comment here is not feedback related to any costume changes listed in the patch notes for Page 7.

  2. On 2/2/2024 at 1:05 AM, ATS said:

    I don't want to sound needy, but what're the chances we could still get some of the many female hairstyle proliferated over to the men and huge bodies?  Also eventually making the various hats in the game have compatibility with the hair as well?

     

    Approximately zero when posted in a Focused Feedback thread. Here is a link to the Read First guidelines. Please post unrelated ideas in the Suggestions & Ideas sub-forum.

  3. 14 hours ago, jkwak said:

    i kinda want Wings and backpacks on the Sybil outfit,
    i can see a lot of people playing Angels and the like using that outfit and without wings those characters miss half there theme visually

     

    44 minutes ago, Coyotedancer said:

     

    I'll second that request for Wings with the outfit.

     

    (And I'll give another minor poke about *returning* our ability to use wings with the Bolero coat and the tux tails coat. Which we could back in the Live days... The Bolero only for a short time, granted, but still. We were able to use the tails tux and wings together for YEARS before the old devs stealth-killed that combination late in the game's life.)

     

    I'll look into this, however you will likely lose the top two shoulder capes, with the Sybil top wrapping together behind the neck instead (as options). I did test it the way it is now, and the two capes clip too much with all of the back pieces, capes and wings with them there.

     

    34 minutes ago, BurtHutt said:

    Does anyone have pics of these capes? I haven't been able to test.

     

    This isn't all of them, but they mostly follow this theme (credit primarily goes to Cryptic/Paragon for these, as the bulk of the texture data was sourced from the enemy group itself, with some editing and adjustments to port them as capes):

     

    snakeman_07.thumb.jpg.e0252c61e430bf5bf20210a4cdbea330.jpg

     

     

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  4. 6 hours ago, Voltixdark said:

    first fix

     

    You'll have to remind me what this was. Are you referring to something that happened pre-2012? According to our repository, the file that controls this hasn't been modified since Homecoming's inception.

     

    As I recall, someone asked for a version that could have the middle stripe tint more strongly last summer, which is what was added this patch.

     

    The modification history only shows a duplicate of the original boot settings as it was when Homecoming came about, and adds a new tint texture.

     

    Comparing the two, there is no difference in shininess:

     

    vic_boot.gif.195b55f74839a389fe929f4fc08e17d8.gif

  5. 1 hour ago, Voltixdark said:

    Is it possible to have a non-reflective matte style color version? The reason being, before it was that style version. Also, for sake and purposes, it really matched other Spectrum costume parts of being quite dark and non-reflective.

     

    Can you elaborate more? Nothing was changed or taken away with this note. Something was added.

  6. 11 hours ago, FrostedHarbor said:

    I've only tested this on the Huge body type so far, but I was not able to see the Snake cape collar options. I have the Mongoose badge, and the Snake capes are all there. (They look fantastic!) No Snake cape collars, though.

     

    I was not able to reproduce this, are you able to provide a screenshot?

  7. 2 hours ago, Chris24601 said:

    Just a note that many of the Female leg textures are misaligned at the knees. The Vanguard texture, for example has an identical issue where the inner leg texture clips into the plate on the front of the leg near the knee.

     

    This suggests the issue is not with the textures, but with the UV mapping of the female figure. Fix the UV map for the figure and ALL the original textures will work as intended without needing to re-edit them.

     

    There is often no usable texture data in the empty spaces outside of the UV mapping. If the UVs got updated, it would negatively effect hundreds of texture files that were authored for the current UV set.

     

    Whether or not a particular texture looks quirky right now is simply due to the care given to that area on the seam by the original artists. The UVs in that particular spot are not optimal to work with for texture artists though, so that's likely why a lot of them had a hard time making it seamless before the advent of 3d texturing.

     

    You are correct in that they should be fixed, but it's not worth the time involved to check and fix every single hip texture it would impact in order to do so, vs fixing the worst offenders that come up.

     

    Also, while there are ways to automate things like that very quickly for flat files, that wouldn't apply to the source PSDs themselves, which are where changes to textures would actually need to occur.

     

     

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  8. 5 hours ago, Starhammer said:

    The helmet details not designed specifically for it clip/mesh terribly. And you know what? I'm absolutely fine with that.

     

    We do have a way to prevent these combinations. Unfortunately, the costume validation screen when you load a saved .costume file does not currently work with parts using that method yet.

     

  9. 22 hours ago, kanga said:

    Skirts and shorts

     

    This has been on my list for quite awhile, as have a number of requests, but it's slightly involved for niche parts that it always falls to the wayside (primarily because those legs often don't play very well with animations). The proper way to do it is the same way it was done for regular skirts, which is to duplicate the monstrous hips mesh, tuck the bottom in, and then duplicate all of the skirt and short options and adjust to the legs.

     

    For males, and huge, which wouldn't technically be necessary, but only fair, boxing shorts and kilts would need the same treatment.

     

    For new parts entirely, they need to be more specific than just 'new things'.

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  10. 22 hours ago, Vic Raiden said:

    I don't think the Freedom Corps Jet Pack is supposed to clip that much into the body of a Huge character, and yet it does. Always.

     

    This is a limitation on back options currently. Scales don't apply to the back node.

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  11. 21 hours ago, Greycat said:

    Or just go to the Vault Reserve, which is in... pretty sure every non-hazard, non-pvp zone, or close to it.

     

    There's a link that will open the Vault Reserve window on the title bar jelly of the Salvage window, so you don't actually need to visit a Vault Reserve.

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  12. 12 hours ago, swredder said:

    A bug related to character customisation.

    certain armors (Black Knight 2...) do not load in-game but can be seen in character selection & tailor/character customisation, instead of the armor, it shows 'A' symbol which I didn't choose...this happend with three/five armors.

    Upper body>Tight

    Chest>Tight Slick

    Chest Detail>Armors

     

    EDIT : I just tried all the body armors in Chest Detail and nothing loads except the A symbol...

    EDIT 2: Chest Detail is bugged for me, nothing works except the A symbol.

     

    You'll probably want to re-validate your files. I'm not able to reproduce this and everything you've describe loads fine in both character creation and in game.

    • Like 1
  13. On 10/15/2023 at 6:19 PM, Coyotedancer said:

    I wish.

    Gods how I wish.

     

    My lady magi are *still* waiting, literal years after the pieces were added for the male model, to get the rest of the Oranbegan bits ported over to the female side of the CC... The horned gloves, the Death Mage back spikes and more elaborate kilt, the shoulder piece with the little capelet... I've long since lost any real hope of getting them, but I still bring it up about once a year. I figure a reminder that at least one person still wants them can't hurt. 

     

    If you PM me a list of every part in question, omitting textures if that's the only difference, formatted as:

     

    Upper Body > Robes > CostumePartName (geometryFileName.geo/CostumePartName)

    Whatever > Whatever > (geometry name from .costume file)

     

    I'll take a look at them. I'm assuming female NPCs of cot don't exist that have them already?

  14. Not every boot shares the same texture mapping as other boots. As a result, when used with flat feet in this case, you can still see an area where the heel was textured in that spot on lighter tones. This may not bother some people but it's still unfortunate.

     

    This makes putting them in the flat feet category a little odd, without a custom texture to fix it. Usually this isn't just the one texture, it's all of the supporting textures, which on average comes out to 4 that need to be edited.

     

    Duplicating a lot of textures and a material for such a minor compatibility quirk here then becomes harder to justify.

     

    Just wanted to give you some context as to why sometimes benign requests like this often don't get dev traction.

    ff.png

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  15. 10 hours ago, UltraAlt said:

    Can you explain the difference between "Exploit" and "abusing the intent of a system"?

     

    Sorry, that's kind of poorly written. They're both one and the same, really.

     

    What I meant to say was that I don't personally like to use those words specifically at players depending on the context and intent of the designer, programmer and player.

     

    I had a wall of text going into the philosophy and all, but at the end of the day, I didn't mean to say using those words is necessarily wrong, in fact I would agree it isn't, mostly that in a case like this, I would prefer not to use them or use something less harsh, like "avoiding the timeout". That's what the Roleplayers do who jump on AE Task Forces when they idle around Pocket D alt-tabbed.. to really say they're "exploiting" or "abusing" the timeout to me just sounds a bit harsh there, even if it's technically accurate I guess, but again, context of everything comes into play.

     

    What I don't like is when a system is hastily or poorly designed and developers or designers finger point at players or players finger point at each other instead of the devs or expecting players to behave like well behaved robots instead of ants in a sand box and then being surprised when they tunnel under instead of over after you've installed a dome, provided of course, their actions or "exploits" aren't causing harm to the game or other players.

     

    On 6/12/2023 at 9:08 PM, biostem said:

    I realize you don't speak for the entire dev team or GMs, but why do things need to be made attainable for all?  Why can't the stance be "yeah, this is tough to get organically, so don't be upset if you can't then get it"?

     

    It depends on the reward and a lot of other factors involved. My opinion on insane badge number requirements specifically with damage or healing is that they end up being worth more on the AT or class it wasn't designed for to begin with and you're left with this weird scenario where you look at a support class that has the badge and shrug, but if a Brute has it and they used Aid Other for 5 years of playing the game it's like the holy grail of bragging rights that you have just created, even though you designed it to be a reward for the support class as THE design goal or intent of such high numbers. Just don't be surprised when people start trying to exploit or farm for it as a side effect.

     

    If you want to make something impossibly-locked then that's one thing, but if it's open-to-all yet meant or intended to be something else.. then I think that's ill-considered design by at least some measure. You'll end up with people farming it or complaining about how hard it is to get no matter what you try to tell them was the design goal.

     

     

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