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GM Tock

Game Master
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Posts posted by GM Tock

  1. 22 hours ago, Shin Magmus said:

    Cowards deleting my comments won't make flawed arguments become correct.  

     

    Use your words, not comment deletion.


    We don't have an opinion as GMs on any player Suggestions or Feedback. 

     

    There's a reason for this.  Because steering a conversation about hypothetical changes isn't really our job, whether they become realized later or not.  And 2nd, GMs are not developers to begin with.  Anything I say about what is or isn't a good idea out of our community has no value to these discussions at all.  This isn't a matter of low self-esteem, it's a reality of a public-facing role in a community.  Professionalism requires this out of me.

     

    At the risk of making this thread about moderation issues (this is all I'll say on the matter): Removed comments have a Code of Conduct issue, that's all.  If I remove a post, it does NOT mean necessarily that I disagree with the points made in it that aren't Code of Conduct violations.  If you feel a GM is editorializing and not being impartial to the topic, you can raise the matter to a Lead GM who will address the issue with us.  (Orange names on this page.)

     

    With that out of the way, please continue the topic.

  2. First, make sure you're logged out of the game and the client is closed.  This is one of the files that writes on exit, so any changes made while the game is running will be wiped (including deleting the file).  If you're logged out, delete the file and it still happens, you can try editing it. (Again, log out and close the client first.)

     

    The file has a simple format once it is written:

    "AUTHNAME" "SERVER" "CHARACTER NAME" "POSITION#"

     

    For demonstration purposes, let's pretend my AuthName (username on login) is McPigeon, and I play on Indom.

     

    It's sensitive, so I wouldn't mess with the lines too much, but if "POSITION#" is duplicated, setting them to a higher number may clear it up.

    "McPigeon" "Indomitable" "Pigeon Man" "0"

    "McPigeon" "Indomitable" "Mr. Coo-Per" "0"

    "McPigeon" "Indomitable" "Bullet with Pigeon Wings" "0"

    "McPigeon" "Indomitable" "Street Sweeper Bird" "0"

     

    In this example, only one of the four characters will appear, the rest will "stack" under that toon.  So, editing the numbers like this:

     

    "McPigeon" "Indomitable" "Pigeon Man" "3"

    "McPigeon" "Indomitable" "Mr. Coo-Per" "1"

    "McPigeon" "Indomitable" "Bullet with Pigeon Wings" "2"

    "McPigeon" "Indomitable" "Street Sweeper Bird" "0"

     

    ...will make them appear in Slots 1-4.  This is an example, obviously yours won't line up and if you have altitis, way more than 4 characters.

     

    If the extra zeros are given numbers in sequence, they'll appear in that slot on the screen.  (The game starts counting at 0, so that's Slot 1.)  Make sure the number at the end is unique to each character.  Keep in mind, regardless of monitor size/resolution, only 10 slots are visible on the screen at once, so position #0-9 is Slots 1-10, position #10-19 is Slots 11-20, etc.  Finally, every server has their own list of positions.  (Having two "0"s isn't bad if one's on Indom and the other's on Excelsior.)

     

    Once you can see all of your characters, try rearranging them in the client and exiting to see if they stick.

    • Thanks 1
  3. Odd posting in a thread my non-GM self posted in.  It's like TimeCop.  (I'll try not to shake my own hand.)

     

    Anyway, Mac Silicon users are in a similar place with Ryzen with on-board graphics, with some key differences:

    1. Post Processing Effects are disabled.  (This emulates Intel IGP support, Mac systems with Core i-Series CPUs had the same limitation.)
    2. FSAA is limited to 4x max.
    3. Regarding the entire M1-M3 lineup, the CPU makes no real difference across all four variants of each chip.  (Having 4, 8, 12, or 16 Graphic Cores for the game is negligible when only one is needed to run it well.)

    Refresh rate doesn't appear because I'm using Borderless windowed mode.  I've also favored water effects over shadows because the weird 'clock warp' when a zone load in happens and seems a bit Breaking Bad-ish to me, so in the old Shadow engine, it's a lot less pronounced.  Ambient Occlusion makes little sense without the new shadow engine, so that's off too. 

     

    Finally I also prefer high FPS performance over pretty. As such, Vertical Sync is disabled.  This is because I have a monitor that is made for gaming use, so screen tearing is handled in the Monitor Hardware itself (AMD Freesync compatible).  If you're on a 60FPS or sub-60FPS display, really consider leaving that feature on unless you like seeing tears in the graphics when you spin left and right.

     

    Screenshot 2024-04-15 at 7.35.39 PM.png

  4. 13 hours ago, Carnildo said:

     

    If you don't have costume files for them, it's apparently possible to construct costume files from demorecords or Sentinel Plus exports.

     

    There's an asterisk to that.  As time goes on and our Costume Creator gains new, revised, and modified parts, the more of a chance the resultant Costume files from a Demorecord or Sentinel Plus extracted file (using https://cit.cohtitan.com/senticon/ to import the Sentinel + XML file.) will have missing or error parts that will need substituted or replaced on load with something else.

    100% of your costume since Issue 23, depends on whether or not you used simple parts.
    50-70% of your costume is possible now, so it's still worth a shot.  But expect that to become lower and lower as time goes on.

     

    But if you possess neither the demorecord or Sentinel+ file from 2012, that chance remains 0%.

  5. It might be manually set on that toon.  Instead of punching "Reset Keybinds", look at the following View entries in Keymapping tab:

     

    Rotate Camera

    Quick Look

     

    If Middle Mouse Button is set on Quick Look, click it and press ESC to clear the entry (Classic has no keybinds set on Quick Look).  Set it on Rotate Camera (if another button is mapped and one of the two is "Not Set", click the "Not Set" entry and click the mousewheel there).

  6. Judging from either contact, it appears to be a typical instance mission.

     

    There is not a lot of guides covering every mission in City of Heroes because save for specific missions in Task Forces, major story arcs, or in trials, the map is procedural-generation, so there's an excellent chance the map layout is scrambled with every visit.  It's not exactly "No Man's Sky" complex, but rather, like a pen-and-paper map with tiles to shuffle and draw from a stack forming a map for the "next" encounter.

     

    Even if it's not (Shooting Stars/Hearts of Darkness Story lines), the mob/glowie placement and difficulty can vary with every load.  The Homecoming Wiki info is likely all there is to know in advance.

    • Banjo 1
  7. 3 hours ago, Trike said:


    You don’t need a screenshot. There’s only one option, clicking “Enabled” or “Disabled”. Neither has any effect, which means it’s broken.

     

    Just revert it back to the way it was, which was perfectly fine and 100% intuitive — not to mention functional.

     

    Trike: Options, Keybinds, change the profile to "Classic" and Save.  That should put the camera controls the way you're used to. 

    (Similar topic, come with a picture relevant to this.)

    Existing characters should not be affected; camera controls are saved with the character on the server unless you change them from the last session.  You'd need to set this on new characters going forward.  See if that fixes it.

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