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Night

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Everything posted by Night

  1. The Hazard Zone gate in Rikti War Zone which leads back to Crey's Folly seems to have a copy of the fence-and-booth model area that is right outside of it, but this one is mirrored and stuck within the gate area, causing the fences to collide and clip through one another and the booth being clipped partway into the back gate of it, roughly at [-576.2 0.6 -445.7]. For comparison: screenshot of the repeated fence-and-booth area within the gate in Rikti War Zone, and then what a normal Hazard Zone gate looks like: Gate in question (RWZ): Normal gate:
  2. The bridge toll booths in Kallisti Wharf have one of their sides' windows not affected by the day-night cycle. That is the case for both booths either side of the raised bridge at [2700.5 72.0 2516.1] and [2300.7 71.5 2562.9], then also again at [1615.4 50.5 4846.3]. It seems to be a bug with this specific type of booth as a model rather than individual errors.
  3. More options are always good, especially as all the models and animations are already in and would just need to be tied to a power.
  4. Community titles and roleplay tend not to go down well together.
  5. There are two large rectangular bases of buildings that seem to have sunken down too far below street level geometry and are clipping through into the car park tunnel underneath Port Oakes at [-573.3 143.9 198.2] and [-555.5 145.3 329.0]. Checking the building above, it seems the two square platforms are the ones to blame as they match the texture and run down through the height of the building they're clipped into to stick out down below. Strangely the two platforms are also the ones with all the props on the roof, so hopefully the props are attached to them to make height adjustment easier. 😶 Pictured the left and right building clipping, both as seen from outside the tunnel, and the building above whose parts appear to be clipping through down below.
  6. One of the doors/door frames to a short building under an awning is slightly misaligned/rotated to stick out, Kings Row at [-296.5 -41.8 297.9]
  7. A set for a Dominator secondary, mainly based on the Beam Rifle set Beam Assault Single Shot - Ranged, Moderate DMG(Energy), Foe Knockdown Pummel - Melee, Minor DMG(Smash) Cutting Beam - Ranged (Cone), Moderate DMG(Energy), Foe -Def(All) Charged Prod (Bayonet with Energy Damage) - Power Up - Self +Special, +Dmg(All) Refractor Beam - Chain, Moderate DMG(Energy) Targetting Drone - Toggle: Self +To-Hit, +Damage, +Perception, +Resistance(To-Hit Debuff) Penetrating Ray - Sniper, Extreme Dmg(Energy), Foe Knockdown Lancer Shot - Superior DMG(Energy), Foe Stun
  8. I have no idea what could possibly be causing this one type of enemy to aggro. A dark-gray-conning enemy should not even be ale to perceive a much higher level player unless attacked first and this is not a mechanic in any other part of the game. The only part I can think of is perhaps this one specific enemy type got accidentally tagged as a zone-event AI, since zone event enemies used to have levels long ago before they were changed to be level-less and scale to the player. Or it could be something completely unrelated... 😕
  9. Seems like a really cool powerset mechanically and conceptually, with plenty variety in its set on its own, it'd be lots of fun to play 😁
  10. Zone: Steel Canyon Location: [-3552.9 -61.8 762.1] This specific sign in Steel Canyon seems to lose its physics after a few seconds of swinging. Interacting with the sign makes it swing, but it will shortly get stuck mid-swing instead of continuing to sway until rest like the other physics-having signs. It doesn't even seem an issue of it clipping into the building it's attached to because it's not close enough, neither is it clipping with the metal parts that it's attached to the pole with.
  11. TODO: Add Bug Report In Night Ward at [886.5 31.8 -3052.3], at a random NPC spawn point, one of the optional spawns that is a lone Recently Deceased Resistance NPC which uses the looking-around animation, has placeholder text
  12. The part of the animation of getting up from the floor that plays in the Stone Spears (Earth Assault) power after the earth effect triggers plays a second time for some reason, and it also sometime plays the sound of domination running out a few moments later when you have domination running despite domination still being fully active, although that might just be a general Dominator audio issue.
  13. Would it be possible to make a high-res version of some badge icons as well? The Atlas Medallion specifically as badge icon files are also predictably tiny. Thanks!
  14. Question for everyone: How difficult was it working with the spaghetti code that is City of Heroes and what were some unusual ways you overcame those difficulties to make it do what you wanted? Question for Melissa "War Witch" Bianco, John "Protean" Hegner, Hero 1 and Manticore: Regarding the incarnate lore and plans for future character development, from other AMAs it seems the idea was that after defeating Battalion our characters would become an Ascended in a way, take in those stolen Wells of other species to become one themselves. I was always curious, how would that have been balanced in story? Would the character be bound to watch over their chosen species as a Well, offering most of that Ascended power back to the people of their chosen planet while retaining only a fraction for themselves for gameplay balance? Visiting and influencing a world your character would be the guardian of would've been all kinds of cool. How far was the cosmic story set up to go? Bonus question for everyone: Would it be possible to get the most recent up-to-date version of the CoH lore bible? It would be amazing to have a look into all the lore ever as it was at the time of the game's sunset!
  15. As an update, it seems to apply to your own personal ID when viewing it yourself, but not others'? Definitely has to do with the new tick to display your first character appearance, somehow it removes the scrollbar on the side, it's weird inconvenient spaghetti code...
  16. Zone: Crey's Folly Location: [1225.4 8.7 1984.8] A floating cardboard box ignoring the laws of gravity
  17. Just hangin' out This specific sign in Steel Canyon at [-3552.9 -61.8 762.1] seems to lose its physics after a few seconds of swinging, Interacting with the sign makes it swing, but it will shortly get stuck mid-swing instead of continuing to swing until rest like the other physics-having signs. It doesn't even seem an issue of it clipping into the building it's attached to because it's not close enough, neither is it clipping with the metal parts that it's attached to the pole, it's odd.
  18. It seems to be a recurring issue that whenever I come by Brickstown, the Prison Break event is ongoing but it doesn't spawn enemies even after waiting for 15 minutes since it began, specifically during the Freakshow phase which is the first one. Not on the bridge to the Zig, not where the PPD are stationed, not to the sides where they would normally be running in from. Having come across it being void of enemies but having progressed a fair bit it seems to prove that they do spawn sometimes, somehow, but whoever was doing the event seems to have ran out of enemies too because there were none around and neither was anyone doing the event at the time. I don't know how long it's been this way for.
  19. Zone: Talos Island Location: [-2070.5 160.2 7295.1] One of the large chunks of floor/geometry is moved slightly to the side into the other chunks, creating a slight gap along the ground. You can target through the gap with placeable powers, but not teleport through.
  20. For some spaghetti code reason, when looking at a character ID the scroll on the right-side of the window no longer appears if the text is longer than the box allows to display all at once. As a comparison, ID box in normal size, and expanded, the normal-sized one should have a scroll tab on the right to allow for scrolling down and reading the rest of the character's bio but it no longer appears anymore.
  21. No time for doors! Using Team Transporter on the final mission of Positron TF Part 1, the mission "Save Atlas Park!" instead of not working or placing you right in front of a tram door to be taken into the mission, when accepting the use of TT you load right into the mission itself. It's handy and also curious as it's the only instance of this happening that I know of, perhaps the same happens when using TT for any "Board Train" mission.
  22. There's a minor graphical issue with the Vanguard HVAS model where there is a plate of armor on their backs that seems to have accidentally tilted, moved or that shouldn't be there at all since it's a bit off-center of the model's back, with the see-through back of it facing outwards while the textured part is facing into the model.
  23. I don't think it has, I don't remember having to use the command to adjust my visscale to a higher one after every game close...and now I'm not sure if I had to because I can't test it. But it would be a nice quality of life addition if it didn't reset either way.
  24. The graphics issues regarding rendering and world fog seem to have been fixed so that's awesome! Although there seems to be an issue with this patch release, and the current live patch, where the /visscale setting is not remembered between game launches, as in you might set your setting through the command to /visscale 4, but upon closing the game and launching it again it will reset to /visscale 2, which I think is the maximum available through game options UI. The /visscale setting also resets back to /visscale 2 when you open the game options UI.
  25. Thank you for figuring it out, I'd have never guessed it was the gamma setting that's at fault for this. Is it the same cause for the sudden seeming lowering in render distance as well? The distance finer detail on trees, rocks, rooftops and cars load in at seems to have been lowered and requires you to be much closer now before they suddenly pop-in, whereas normally the higher detail would begin loading onto an object and be a bit see-through when you were still a fair distance away from it, and become more 'solid' the closer you got, but I think it would fully load when you were still at a larger distance from it than how close you must be now for the details to suddenly pop-in. It's easier to check by flying back and forth along some trees and seeing their higher-detail bits just pop instantly once you get closer.
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