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Shenanigunner

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Everything posted by Shenanigunner

  1. I just eat a slice of watermelon twice a day. Works like a fruity charm.
  2. There are many RGB and other color-mixer sites, but that one's as good as any. I've found, though, that picking a color on a wheel does not always give quite the results desired when transferred to CoX settings; I think the overall play of shading, video settings, light variation and such messes up any ideal of a particular color. It's useful to know how to implement the color options and commands, but they are a bit nonlinear. The color setting for the UI is quite straightforward — /window_color R G B T — using values of 0-255 and with T being opacity and having a value of 0=no opacity and 255=nearly invisible. The one for chat bubbles, OTOH, uses additive integer values that are almost too complicated to bother with — use the sliders instead. But crazy-making, you can use RGB values in the inline code. (And there, the SCALE factor doesn't work any more, although DURATION does.)
  3. The request to "distribute" entry to Ouro has been pending a long time; I've assumed there's some technical/code issue keeping it from being implemented. But I've been hanging out near Ms. Liberty for a while as the flood of newbs comes in, and it seems to me that the initial materialization of new alts on the steps is random over a fairly large area. So...
  4. Sorry, that wasn't meant to be an argument or anything. Just wasn't quite sure we were talking about the same thing. Oddly, I think those are my only two "functional" macros in my entire alt set. I usually reserve them for complex/bulky things that are not needed under any kind of time stress — such as the auto-post answer to "What's the transport SG name again?" My general rule is binds for things you need fast or are useful under "muscle memory", macros for things that either eat up a lot of command/text bulk or can be hunted and clicked while you're scratching your spandex glutes.
  5. I'm something of a bind guy, too, but I found one tray with the two shape icons, bracketed by Dwarf-Human-Squid macros, worked better for shape change. Macros also roll the trays for optimal power arrangement to the primary power binds. Then a few standard binds for TP, etc. Basically, nothing on the screen except what;s relevant to the shape, and all mapped to the same combat keys. I could put the shape macros on binds but it seemed like a more deliberate, foolproof way to shift was in order.
  6. MM's and buffer/healers that don't use the keypad are... foolish. 🙂 Not sure Khelds need it. I use macros to rotate form and matching trays. If you have all your powers up at once (in trays, active binds, etc.) there's so much deadweight from the other forms.
  7. Well, old thread, but my binds are — Based on the updated GABS main bindfile system, and then Customized to each alt. The GABS system breaks out generic/common binds so all alts share them, and leaves a large block of keys free for assignment on an alt-by-alt basis. (In this it's an improvement over the earlier system which used one bindfile per alt, making it clumsy to propagate global changes.) It's all also based on years of applying better UI/UX principles, especially to the many keys outside the combat/movement group. It's one thing to tweak your "action" keys... but it's another, IMHO, to put up with the meaningless, sometimes nonsensical "management" binds, no matter how many profiles you sort them into. 🙂
  8. Wow... Mandela would live if he hadn't died in prison!
  9. I think they're 15, but it would seem like any delay would make your result... quirky. (Are you going to wait 8 seconds between attacks?) Maybe you have something different in mind. I suggest that either a rollover bind or dual-action bind would best enable whatever you have in mind. Both are covered in the Tech Guide; let me know of you get stuck.
  10. Doesn't ring a bell, and "I vas dere, at de beginning." Besides CoZ (and a shout-out here to Derek Sweet, the artist, who quite generously gave me all the strips to post a few years ago!) we could have used something on the order of Homestar Runner for our toon-town.
  11. GFL with that, hero. All it takes is one uber-god editor to keep reverting any change they don't like, no matter what facts you present or how you word the change. I suspect a number of these types use monitoring and auto-revert bots.
  12. Better than driving the Ford Prefect around in circles smashing galaxies...
  13. The problem there is that the power sets also shift. I do have some nice macros that shift shape and reconfigure the trays etc, but it would be very limited to try and shift just for attacks.
  14. It vaguely resembled Chris W. Nothing deeper than that.
  15. There is a cooldown timer on costume change, so nothing like what you envision would work. It used to be quite long — 15 minutes? — but even now is on the order of a minute or so. You probably don't want to wait that long between attacks. 🙂 The only alt change that can be done in realtime is switching back and forth from individual to SuperGroup color schemes, and there you are limited to two (2) overrride colors for all alts in the SG. I'm having fun right now making my alts go "godlike white with gold accents" when moving and returning to alt colors when stopped, but the same thing could be applied to attacks, I suppose.
  16. Christopher Walken.
  17. Ah, and that's a Queen song! ("A quirky little thing called lies...")
  18. Attuned Enhancers? Weren't they a dance troupe on one of the 1960s variety shows?
  19. I've never quite made up my mind whether this bulk-load of keybind commands is a brilliant hack or an undercooked mess, but certainly having unfiltered access to any currently loaded set of binds is an asset for dealing with it. (Also for modifying it; I long ago wrote a more advanced set of base-editing binds that work well for me whenever I'm not in 5K mode, which base editing hates. 🙂 )
  20. I don't read it that unbindall (aka keybind_reset) has changed in any significant way. It's always been there as the way to clear all modified binds. My takeaway is that there's always been something of a code collision when updating or overwriting the "default" binds, and the changes were intended to block that semi-problem (nonproblem for users, incompletely defined problem for code/Devs), but that otherwise, nothing was really changed in the overall keybind feature. This seems to be another case, among many with the bind changes all through P7, where longstanding options and capabilities that were changed by the Devs are perceived as something-completely-new-and-different. (The whole bit with mouse view reset, for example, has been one option-set away since Live, if not original launch, but the user discussion is as if it's a gift.curse from the Ghods.)
  21. I am delighted to see the addition of the /showbindall and /showbindallfile commands with today's patch, restoring the ability to dump all current keybinds regardless of their origin. This addresses almost all of my concerns with the P7 change. Thanks to the Devs for recognizing the need for this functionality and restoring it. The next step, I think, is to initiate a continuing discussion of what needs to be done to improve and stabiliize the whole 'key bind' subsystem — make it easier to get started with for novices and those afraid of breaking the game, which would probably include expanding and improving the Profile feature; keep it fully accessible to the advanced UI tweaker crowd *cough* for all the advantages that can be exploited with it, and not least, deal with the internal code/inefficiencies/bugs that seem to have been behind the P7 changes in the first place. I think it's an area of the game/UI that's long overdue for some TLC, and if it makes the interface more flexible and stable from the inside, so much the better.
  22. Well, thanks. but I understand I'm the reason spandex is illegal in my state. 😛
  23. IMO, buffs should be on the numpad so they can be delivered as an integral part of paying attention to the game/players/interaction, and not by watching/clicking a line of icons.
  24. So I've seen this request before but never a solution. Someone in-game asked and I worked it out while logged in. Thought the basics were worth posting even though there's some refinement to be had. If you want to change color while moving (and change back when you stop), and you have control of your SG settings, here's how. You are limited to whatever colors you assign your SG and whatever of those you select for SG mode color change, so set that up first, for the colors/scheme you want to display while moving. Then dump these two files in your [GAME]/settings/live folder: [sg-off.txt] CTRL+W "+forward$$sgmodeset 1$$bindloadfilesilent sg-on.txt" CTRL+A "+left$$sgmodeset 1$$bindloadfilesilent sg-on.txt" CTRL+S "+backward$$sgmodeset 1$$bindloadfilesilent sg-on.txt" CTRL+D "+right$$sgmodeset 1$$bindloadfilesilent sg-on.txt" [sg-on.txt] CTRL+W "+forward$$sgmodeset 0$$bindloadfilesilent sg-off.txt" CTRL+A "+left$$sgmodeset 0$$bindloadfilesilent sg-off.txt" CTRL+S "+backward$$sgmodeset 0$$bindloadfilesilent sg-off.txt" CTRL+D "+right$$sgmodeset 0$$bindloadfilesilent sg-off.txt" Then, in-game, /bindloadfile one or the other. Movement with the Ctrl key pressed will now shift you to SG color (and chest detail) while moving, back to regular when you stop. I put it on the CTRL keys because I use a walking bind on W, and to integrate the two will take some time and a lotta bindfiles. So this setup is more for fun or alternate-movement color change. Wasn't sure it would work at all, what with cooldowns and other hurdles. But it works perfectly.
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