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Naomi

Retired Developer
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Everything posted by Naomi

  1. There is one here, though admittedly it ought to be next to the submission button.
  2. Could you elaborate on this some more?
  3. With club themed bases being a dime a dozen, it's a tough sell to get traffic there, particularly given that Pocket D evolved from PDP when the population rose enough that chat proximity became a big problem (the same problem people complain about now with a lot of people near each other). That said I wouldn't mind seeing an SG portal and/or the current badge outside the door giving you direct access to it via the travel teleporter. Direct access via Pocket D I wouldn't complain about or disagree with personally, but no one really visits Studio 55 and that's also linked. DJ Zero probably bribes this guy to keep people away too, so he might take issue with a direct link to the old place.
  4. Until now there hasn't been an official thread for costume issues or bugs, so here it is. I'm not enforcing that anyone use it, so existing and new reports elsewhere are fine, especially if you want to discuss issues or can't get the format right for this thread. That said, the reports you post here are the ones most likely to get looked at first, since they will be entered (if necessary) to our internal issue tracker. The reason for this thread is to try and consolidate issues into batches that can be worked on more efficiently. If you post a report in this thread, please adhere to the following, otherwise your post will be removed with no notice or warning: This is not a discussion thread, so please try and keep discussion to the bare minimum. This is not a request thread. Do not post requests for ports, proliferation, category swaps or anything like that, unless you think it's legitimately an oversight, which counts as an issue. Screenshots OR .costume files of the issue are required, even for category bugs such as "this should be available under x category". Post a screenshot of whatever this is. You do not have to edit them or circle issues but they are helpful. In cases where a .costume file would reveal the issue, you can also post one of those and a short description. Be absolutely clear in some way of which images you post that have been Photoshoped, in the event you are trying to explain what something should be or what something should look like. Some of you have posted images in the past that are very good fakes. If your screenshot does not include an image of the category that I can quickly replicate, please include it in your description as best you can: Female > Lower Body > Pants > Basic Pants > Pants > Cheetah 1 as an example. If you include a .costume file, ignore this. Try to use the forum feature to make a preview of your images to a max width of 200-500px, so that they don't hog too much space in your post. You don't have to mention what kind of bug it is, but to be on the lookout, they come in five categories and some may be more than one: Texture (bad quality texture, missing texture or wrong texture) UV (texture stretching or bleeding of texture and tint colors where there shouldn't be) Geometry (odd geometry behavior, size or scale, open seams, gaps, and clipping***) Category (wrong category, or missing category where you reasonably believe there isn't a reason it isn't already in said category.) Costume Editor (invalid parts and .costume files, weird tailor charges and tailor issues). We know about the costume color change on .costume file load that sometimes happens, and the dual pistol .costume load issues. *** Clipping is defined as any costume part that has obvious, unintended clipping with the main body, and in this case NOT with other costume parts. Here is an example of some issues. The first is "Basic Pants" which contains a UV issue. You can tell because the same texture on the other pants is fine. The Gunslinger Belt is using the wrong geometry. The last one is hard to see, but Labeaux 1 circled white contains texture compression artifacts vs Labeaux 2 which does not: Thank you in advance.
  5. Metallic skin options for females have been a thing for a long time. I'm assuming 'Metallic 2' that males have is what you're wanting?
  6. I think that would mean clipping during your standard idle / ready pose of hands crossing and uncrossing, and the alternative solutions start to snowball in terms of work required to address it. It's possible. There is a way to hide the shield per animation though, which may not have existed until later.
  7. It's fixable, but requires a bunch of text changes on all of the emotes. I don't know whether the interrupt was added at launch for shields or after, but there's little reason on the surface for this not to have already been done for emotes, and yet for most of them outside of 'e dance' (which I assume works for you), is commented out. It's possible it was a copy & paste oversight and not for a specific problem. As Powerhouse will tell you, changing sequencers can have unforeseen side effects or animation issues down the road, so provided minimal files have to be adjusted, I'll see about getting a fix on the test server at some point, possibly rolled in with emote adjustments that add the specific random cycles for food and things as their own specific emotes.
  8. I've wondered about this myself before. It's a very legitimate question I think is worth some consideration.
  9. I'm not really up on power specific tech or design, but my guess is in either case, whether it was easy or not, it wouldn't be a top contender for pet customization. Primarily because part of the theme of a decoy, is that it looks just like the caster. The other reason OP pointed out, is that Masterminds would feel compelled to "reserve" their character's costume slots in favor of customizing their decoys to be unique if the tech pulled from slots rather than the currently active costume. Pet Customization for Masterminds is (and has been) so widely supported I would be surprised if it never happened.
  10. This is a known issue. It also affects NPCs in the AE UI.
  11. How big are you talking? Are you asking for the bow without the veil? Not possible right now for two reasons: beast heads don't conform to a universal size the way player heads do, and hair needs to be pretty precise around the scalp hats have their hair built into the hat itself, and allowing hair + hats would look very bad most of the time, ignoring the undertaking of what would need to be done behind the scenes to permit it to begin with A proper solution would involve a hat adjuster slider for fine tuning the PYR and distance of a hat with no hair built into it so it can be adjusted for any hairstyle.
  12. Probably the occasional false positives that are associated with the domain from the launcher downloading files from it.
  13. If you know the name of the global, you can type: /playernote global or /player_note global to bring up the dialog for it. It's important not to include the @ symbol before the global. You can also find your notes in your account name folder in your game directory in playernotes.txt
  14. It's probably going to happen at some point once certain projects are out of the way, pending any last minute or widespread objections.
  15. The best way to get anything cosmetic pushed up above others in terms of suggestions is to be as descriptive as possible. References for things that are generic are extremely helpful in narrowing down what you either want, or don't want, as generic objects are left up to interpretation otherwise. Think of all the different types of axes or the different styles of a chefs hat. A small caveat with blade weapons specifically is the possibility it might be too short when range and animations are considered.
  16. This is something I've been advocating for and I would say it's feasible, but its implementation requires some working out.
  17. I think these could be added at some point. The 'pick random object' thing doesn't translate very well for emotes. A more accurate system might have been to use seeding, so every client that gets it can generate the same 'random' result of a set group of objects.
  18. It's been a long standing bug since live, but one thing that works for me when that happens is to go back and load the costume one more time and click reset scales again.
  19. Visuals aside, I've been wanting to get rid of that sound since I've started playing the game. There are actually a lot of people who make amazing bases, but slap the portal smack dab in front of a common area.. and given the number of people I know who don't play with sound, it makes for ear torture for those who do. We got rid of the sounds on the zone screens, but the portal is significant in that it's a hearing cue for where the exit is despite access to /stuck which a lot of people don't actually know will teleport you to the exit. I'd be on board with gutting the sound but I think it would require a consensus.
  20. There's already 'Dance Legend' in Steel Canyon, which I believe is just outside one of the door entrances to it, so people who collect badges know it's there. People don't really go to PDP for a number of reasons, most of which were fixed with Pocket D (less grungier theme of the warehouse club, more space for chat spam with large crowds, missions, npcs, chalet, and now AE). If it were to be made more accessible somehow (which is fine) I'm still doubtful as to whether people would go there, as Studio 55 is also just as dead. While I'd prefer to ask what types of places people would like to socialize in as opposed to what could be done to draw players towards a particular area, if the latter is the goal, then I think you'd need to come up with a reason to incentivize socialization there, beyond just people coming in and out to do missions, farm, or grab a badge. Player made club bases are also popular (beyond their design) because they can offer rules, privacy and membership that you don't get with a regular area of interest, so that also factors into the equation.
  21. Without that feature, I can think of maybe 3 different ways of doing it, but they're all less than ideal.
  22. Since I've seen this in other threads sometimes (re-organizing the costume editor from the neck up as a whole), the story on that is that it's on the distant horizon. By distant I mean something of a wish list rather than scheduled. Reason being is there's a potential show stopper beyond the time for planning, model editing, and upping the number of costume parts (which was already done for the asymmetric stuff). Hats are also somewhat of an annoyance trying to fit into a more streamlined system for that area because they rely on the thickness (or lack of) hair, which is why they always have their own and they wouldn't fit neatly into such a system without some kind of distance and rotation scales added specifically for hats.
  23. These already exist so I'm not sure what the issue is.
  24. This is because there's no female version of that emote, and female hips sit that much shorter than males. I'll see if I can't get it fixed.
  25. There isn't currently, but one thing you can do that might be easier for you is to copy and paste the first 14 lines at the start of your new scales .costume file, (above 'NumParts') to your other costume slots. You'll have to enter the tailor and save each costume file out before you can edit them which is still a process, but it'll at least be consistent if you do it that way rather than by eye.
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