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Dacy

Retired Community Rep
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Everything posted by Dacy

  1. What you are describing would be a total reworking of the editor and how it processes item location. What's happening is, the editor is determining the location of the item you have in play on an axis, and that axis is determined by the placement of three things: 1) your camera angle 2) your mouse pointer location, and 3) the location of whatever surface your item attaches to. So, if you are looking at something from next to it, the angle for the camera view is essentially straight out towards the horizon; the mouse pointer determines where the editor will search for the designated attachment. So, if your item (like most items) attaches to the floor, and the nearest floor is way below you on the base because you're above the base, or the line to that floor is uninterrupted because there are no walls to intersect and claim the placement, your item will attempt to go way out there. That is why you have to change your character's camera position to be able to direct the object where you want it to go; looking down makes the angle much more acute and so, the pointer will be directing the editor to a different attachment surface, again, whatever is closest. When floors are a different height, you get items that seem to jump and shift all over the place as you move the mouse, because it's intersecting with the camera angle at different heights, which changes the axes points. If you hold control as you move an item, at the least, it won't go down to the attachment point, it will stay on the same level, albeit sometimes far in the distance, depending on your camera angle. This is why I'm usually above my work when editing, or there is a floor very close underneath where I am working. Now, I'm no programmer, but I'm pretty sure that that particular system of choosing placement is very much a part of this editor as a whole, and I don't know as it could be changed without a complete rewrite. I hope that my explanation will help you control things better while editing. Describing things that should be visual sucks, but I did my best. 🙂 -Dacy
  2. I had not noticed that!!! *wipes always laughter tears* That made me laugh SO HARD! -Dacy
  3. A couple of years ago, homecoming held a base contest that was server wide. Winners got 5000 merits and a title, much like the costume contest winners get. However, it was just on one character, and wasn’t on the base at all. I would love it if homecoming would figure a way to make loading screen messages for bases that we could input information onto to claim ownership or indicate awards. Or, so nothing inappropriate was put there, have the banner be automatically imbued with the global of whomever has spent time in the editor, and the character name of the leader. As for promotion, I have made videos of base tours, although I have not done one in a little while now because they are very time intensive. I know there are others and some streamers who are interested in doing tours. -Dacy
  4. would LOVE this 😄 For a black flat piece, can use banners, tho they are way bigger than a bathroom stall. -Dacy
  5. it would be great for visibility if you all would make comments on the thread in general. That's the one the devs tend to see more. Take the polls! (there are two, linked on the bottom of first post) -Dacy
  6. Keep up the comments, folks! Don't let them forget us! -Dacy
  7. If you came by last year, you may have gotten chased by...something. Want to be the one doing the surprises and chasing? We supply the characters and the environment, you supply the scares! It's a blast. Do as much or as little as you would like the schedule is flexible. Contact me to sign up! -Dacy
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  8. I super regret mentioning the copyright issue. Meh. It was a caution, it's in the EULA, I gave an example to show how serious they are about it. Don't know nuthin' bout no exceptions. I am sure that GMs cannot be everywhere. I am also sure that they, as volunteers, are doing their best. This escalated quickly! Seems a sore topic for some. 😞 Mebbe we just go back to discussing whether or not there are classic TV bases. And there are not, to my knowledge, any bases modeled after a television set. There are, however, a ton of creative, original bases! I invite you to go exploring and see how amazing our local base building community can be. -Dacy
  9. All Shard Halloween Giveaway Bonanza! October 31 (hours vary by base) The Witch's House on Everlasting will be open for thrills and chills from Saturday, October 22 through Monday, October 31. Plans are that we will have live scare actors present during weekend afternoons EST and every evening. The giveaway at the Witch's House will start SUNDAY OCTOBER 30, from 7-11 EST, and from noon EST until after midnight on Halloween. Other bases may also decide to host giveaways on Sunday, we are just beginning to collect that information, more information will be coming. This is an event I have run the past two years. Last year we managed to include all the shards. I collect donations from generous people who have more influence than they need because they are fabulous at farming or marketing and want to help out, and then give it to a variety of base owners who will pass it out to people who come visit their bases on Halloween. We give out billions in total, and typically each prize is worth 10-20 million or more. Superpacks, influence, ATOs, purples, and more are given to every guest. I'm looking for donors (you will be publicly mentioned and thanked unless you prefer to stay anonymous), bases on Excelsior, Reunion, Torchbearer, and Indomitable (ideally ones suited to a Halloween theme or at least decorated to suit) who are willing to spend time passing out treats to people who come by, and for my own base on Everlasting (the WItch's House, an experience like no other), I need volunteers who would like to be a part of a haunted house as a scare actor (characters provided, please do not volunteer your fantastically costumed character; these are characters on accounts accessed by all scare actors and designed for specific roles in the haunted house.) Scare actors will be scheduled only during the week of Halloween, and of course, during the actual giveaway. If you are interested in having your base featured, please note that there will be a limited number if we have a lot of interest. This event gets bigger every year! I am excited to be in such a great community, where generous people help me give away such amazing treats. Thank you!! -Dacy
  10. Did, and answered and applied, thanks! 😄
  11. Hello! Halloween is coming, and I would like to have GMs at my Witch's House again. Where do I ask, here? -Dacy
  12. If anyone does, they won't admit it here. The HC team takes copyright infringement very seriously. There was a club that had a Star Wars themed party night. Just one night. They advertised it and the GMs came in and had them tear everything Star Wars related out. So don't nobody do bases based on copyrighted material. -Dacy
  13. I generally set up my salvage storage alphabetically, sorted by rarity. So, 4 common salvage bins, which hold 11 each of 9 commons. A-C, D-I, K-R, S-T. That works out perfectly. Then 2 uncommon salvage, with 5-6 of each kind, A-L, M-Z. Then one bin of rares, 3 of each. One bin of "special", catalysts and converters and such, available to SG members who don't have the merits to get them themselves. Then, and this varies according to the sg and their needs, but for my people, I have 2 inspiration holders, and the rest of my bins are for IOs. Currently, I have 2 for generic IOs, but only from level 35 up, since SOs have better bonuses than IOs until then. Then I have 2 purple bins, wish I had 3. This is for ultra rares, winter event, the PvPs I like such as Panacea, Shield Wall and Gladiator's Armor, and there's a whole bin for ATOs. Then I have 2 for damage dealing IOs, one for ranged/targeted AOES, one for melee/PBAOE. Then one for Heal/Res/Def IOs, just the sets I like. Then one misc, for tohit, def debuffs, , kb pro, etc. . I don't bother keeping things on hand that aren't commonly used, or are very cheap. I do have a video on setting up storage, Making Your Base Work For You, which might also help. In that, I have more common salvage racks, which worked then, but I needed more IO storage as time went on. -Dacy P.S., if you're not aware, there are more videos on my site designed to help you learn and grow in base editing. 🙂
  14. I'm so sorry this was your experience, and I know it is the experience of many. I believe you CAN make a really awesome base, but, yes, it'd take a bit of time to learn how, but maybe not as much as you think. I'd be happy to give you a tutoring session, and I have a large list of videos that teach many things from the very beginning to more advanced techniques. https://www.youtube.com/c/DacysBaseBuilding Thank you for putting in your perspective!! I hope the devs are listening. Unfortunately, making the base editor more intuitive is a HUGE project which would involve completely reprogramming it, and while I'm sure that sounds like a great idea, I don't know of a single dev on either the Live team or the current, volunteer team, that wants to tackle a project of that magnitude. However, I do think there may be some things they could do to make it a little more user friendly. -Dacy
  15. Thanks! Every poll taken helps the devs to know that this is a place where people would greatly appreciate all of their efforts! -Dacy
  16. AyamSirias, I would like to visit your base and see if I can see what's going on. There was a patch that should have fixed this, as I said, and I've tried to reproduce this bug, with no luck. If the bug persists, it's under specific conditions, and I'd need to see what those conditions are in order to assess. You can reach me here or in game @Dacy. Thanks! -Dacy
  17. Power and control are only needed for medical items, including the combat log and tree of wonders. So if you have rez rings, you will need power and control, but otherwise, items such as teleporters do not need power or control to work. A short checklist to make sure the teleporter should word: You have placed a teleporter and no more than 10 destination beacons per teleporter from the editor into your base. Both teleporter and beacon used are from the same type, either both technology, or both arcane. The beacon is very close to the teleporter it is attached to, and you see a yellow box around the teleporter if you click on the beacon, and you see the beacon outlined in yellow if you click on the teleporter, and the item window for the beacon says "attached". When checking available zones on the teleporter when out of edit mode, you are of the same alignment as the zone you are looking to be able to see. Additionally, to be on the safe side (unproven possible glitch), make sure the teleporters are at least 100 feet from rez equipment or the entry beacon. (check your targeting window, distance of any targeted object should show there; if it does not, you can turn that option on under "options" from the main character menu). If you've done all of this and the teleporter doesn't work, report it as a bug. For the most accurate information, first, leave your base for at least 6 minutes (reset time) and see if the teleporters work now. Report results when you report the bug. -Dacy
  18. There was a bug, it was supposed to have been fixed in the Tuesday patch. However, since the patch, I've had someone who described the absolutely correct process for putting together a teleporter to the zones, and yet, the teleporters would not work, even after letting the base reset. Which, before the patch, sometimes they would work after reset, I believe. I have been trying to notify a particular dev, but probably the best way to let them know that the fix didn't take is to make a report in bugs. And please, let us know if there was a mistake you hadn't realized was preventing you from getting them to work. It'd be good to know one way or the other if the bug isn't fixed. -Dacy
  19. COH Base Quick Tips: Positioning Those Pesky NPCs https://youtu.be/9qfSzBfljfc
  20. Scaling has been mentioned...I was told that it wasn't possible with the current code, but, as you, I, and others have pointed out, the CC can do it, so it would seem like the editor could do it as well. Only, the editor is coded separately and differently than the rest of the game, so that's not as easy as it would seem. The editor, in fact, was coded so poorly that the original dev team threw up their hands and wouldn't touch it. It's notoriously touchy, and very difficult to change one thing without crashing the whole program entirely, as I understand things. So, I guess we can hope, but that's why it's not on the list. I sure HOPE the devs are eyeballing this thread! But as to the request for snowy items: Again, this has been brought up again. And again. And again. Along with sand, which people also want badly. They see it in the game, along with other doors, floors, walls, windows, and such, and say...why can't we have...? And I don't honestly know why we got 600+ items of largely warehouse and waste items (which we have used and appreciate!), and yet no new doors, floors, or other more generally used pieces, but as to the sand and snow and such, that's covered in the "texture mapping" option, so please, vote for that. And thank you for the props, my overarching goal was to help people above anything else, so I'm always happy to hear that the videos help!! -Dacy
  21. Thanks, Rudra. Also, this: (look for links in my post that immediately follows the poll for a link to the next one) These two polls are actually on different items. The one Rudra posted is for items, this one is for programming changes. -Dacy
  22. Agreed, Rudra, that is annoying! A lot of times it's based on the item box, which you can't even see, which might be the first thing the computer sees on the presented screen, and there isn't much they can do about that, other than possibly decreasing the size of the massive object boxes? Idk. But some items seem to take priority, such as light fixtures. If I have a light fixture anywhere near where I'm grabbing things, chances are on the high side that I'll get the light fixture every time. And trees...I don't want to talk about trees. Ugh. It'd be wonderful if they could fix that, but I suspect that would be a difficult fix. We asked to fix base shift, tho, so, yeah, may as well try! -Dacy
  23. Yes, this would be fabulous, but I doubt it’s feasible. The item creator has been trying to work on some thing that looks like it opens and closes, but not a lot of success. I admittedly did not include things on the list that I know for sure are highly unlikely. Along with doors that open and close, I would include the ability to interact with chairs so that a character automatically sits when you click on the chair and use it. But I think we would need a different engine or program all together to be able to accomplish something like this. -Dacy
  24. Exactly. We have a fairly large library of objects ranging from the generally useful to the oddly specific. The items selected for the poll were things that have been mentioned over and over. The poll is to more accurately gauge which would be more useful to the most people. It only makes sense to gear a request for an upgrade towards things that are useful for the most people. Also, some thought has been put into what sort of items could be the most versatile, and also actually reduce piece count overall, which will reduce lag for some people. Above, I explained where the list came from. There is a topic in the base building forum about suggested items; there are also several active Discord servers where people talk about many things, this included. Easter bunny and I are responsible for winnowing down the vast list of things people have asked for into a focused list. We used our experience and our contact with the general community of builders to help decide which things were likely to benefit the most. It really had to be limited to be an effective poll, although I admit I had to delete two categories in getting this posted, because it was having problems I didn’t know why it wouldn’t post. The categories that weren’t included were textile things such as towels and curtains, and smaller /more varied flora. The list had to be limited due to the reasons I mentioned in the post: developer time is limited, and so it only makes sense to focus on the most important, most widely useful things, because gives the devs the best place to start if they’re looking to give us something, realizing there is no way to give us all the things. Just looking at the comments that have followed this and the variety of items asked for there should give you an idea of the scope of specific things requested. It can get overwhelming very quickly, and so we limited the options to what seemed to be the most important things. -Dacy
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