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Everything posted by srmalloy
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Graphics annoyance with some sailboats
srmalloy replied to srmalloy's topic in Suggestions & Feedback
Yes; that's Yadernaya Zima, an Ice/Rad Corruptor. -
It's an issue that's been around since launch, and I'm not sure where to point a finger at the problem; I think that it's associated with the drawing priority and LoD settings, but I can't be certain without looking at both the data and the code. Because this has no affect on actual game play -- it's just a visual glitch in the scenery -- I don't want to see any coding effort expended on it; if it's just a case of changing a field in the database entry for the object, yes, but not for anything more complicated. The larger sailboats have a standing problem where the mainsail -- which is made up of two separate polygons -- is drawn with only the polygon for a narrow strip of sail nearest the mast until you get quite close to the sailboat; you can see from the image how close I was to the boat, and it was still mis-drawing the sail:
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The bar is elevated, but not impossibly high -- the Sentinel+ files have a checksum/hash code built into them -- the line like <!-- VKEY F0B0E92E --> just under the <character> tag at the top of the file, which can be used to verify whether the file has been tampered with. As I say, it's an elevated bar, not a panacea, because if you have access to the source to Sentinel+, you can reverse-engineer how it creates the value for that comment, then make whatever changes you like to your file and process it through such a 're-code' utility to generate a 'legitimate' tamper check.
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It was particularly oppressive during the pre-Containment days, when a Controller became virtually unsoloable about level 12 because they had such abysmal damage. It was perennially annoying to be fighting a spawn of three Outcasts in Steel Canyon, slap down a Stun, and have one of the spawn take off at a high-speed stagger to the building thirty feet away, leap up onto the roof of the building, and disappear from view -- because you had to stand there waiting for them to decide to come back or miss out on the XP/inf for taking out the whole spawn. And it's still annoying that you get hit with a stun, and the best you can do is stagger around like a sailor on a five-day blind bender, while the NPCs act like Jesse Owens and dash off halfway across the map.
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I don't expect that this would get done any time soon, since it has been an issue in game from launch to shutdown (which implies that the original devs either failed to work on it or never found a solution), but I'm throwing it out to get visibility. Fix the Stun mechanics so that NPCs are affected the same way that PCs are. By this I mean the way that an NPC who gets stunned can still close with you at full speed, or in the behavior that makes it most annoying, run off, jump up onto the roof of a building, and disappear from view, all while doing the 'body waving back and forth' stunned animation. If you get stunned -- either a PC or NPC -- your movement speed should immediately change to the speed stunned PCs move at. Ideally, it would also set your jump height/distance to zero, but just not having them continue to dash around at a dead run after being stunned would be a big improvement. It occurs to me that it might be possible to handle this as one tick of immobilize, which would interrupt an NPC's movement and allow the stun movement change to take effect, but I don't know how (or if) that could be implemented without looking at at the code. I suppose that I'm going to have to download a set of the sources so I can look for myself.
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And I would be willing to bet that someone has written code to take a Sentinel+ character export file and load it into a server database (would likely need to be done server-side), so if you set up a private server and have Sentinel+ archives for your characters, you should be able to get them back as they were.
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If I had to guess the way it's written, the 'skin' areas are handled just like all of the 'pattern' options, with a single flag that tells the client "use skin color rather than secondary color", so that it's not actually doing anything different than it does with a normal costume piece. This would make it nasty to replace it with a texture, since you'd need the texture map for the whole part of the body, then have the costume piece act like a mask on the skin texture. And some of the 'skin textures' would be model-altering -- IIRC, some of the Zombie options have limb segments that are just defleshed bones, and that won't play well with some of the 'X with Skin' costume pieces.
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Mid's Reborn: Hero Designer
srmalloy replied to Metalios's topic in Mids' Reborn Hero Designer's Forum
If you put "=5+4x3-7" into a spreadsheet cell and get '10', when you expected to get '20', that is an unexpected result, even though its result is correct according to the precedence of math operators. The program is doing what it is supposed to do, even if you're mistaken about what you think it should be doing. This is not a bug, no matter how unexpected it may be to you. From the Hacker's Jargon Dictionary, a source I consider to be considerably more authorative than whoever decided to edit a particular Wikipedia entry last: "An unwanted and unintended property of a program or piece of hardware, esp. one that causes it to malfunction. Antonym of feature. " That the Mid's Reborn build export still shows a header suggesting that it can be imported into Pine's is a bug, an oversight by Crytilis, who's been laboring to improve the functionality of the code. Fixing the header text string of the export block is much less important to the functioning of the program than the other work he's been doing. -
There's an event in Praetoria -- 'The Great Escape' -- that has 'Ghoul Flex' and 'Tantrum' in the pick list for your reward for completion.
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When I logged in to a character that was logged out in Ouroboros, I noticed something odd -- the character's enhancement tray had one tab, labeled "all". I thought this was odd, and switched around between the management window and back, but nothing changed. Going to my base, however, returned the enhancement tray to normal, but when returning to Ouroboros, the single "all" tab returned. This time, after about fifteen seconds, it spontaneously flipped over to the normal set of tabs. Wondering if this would happen with other zones, I went to Pocket D, and I noticed that the enhancement tray as I spawned in showed a single "all" tab that immediately changed to the normal tab set. This leads me to the conclusion that the enhancement tray display isn't broken in Ouroboros, but that there is something delaying whatever change the Homecoming staff applied to give everyone seven tabs, so that you only see the one on zone entry.
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Also, if you're in the casino area, there are sewer entrances at water level that can be mission entrances, as well. Those look like they're in the casino area but show as below you when you get there.
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The tentacles never gave merits; you get six for defeating each of the eight tentacles and then the head. Each part is somewhat more challenging than taking down Babbage, but if you can get one tentacle down -- and I've been part of single teams (mixed level) that have done it -- you can take him completely, so the difference is in the time it takes to whack him nine times. I agree that he should be worth more merits, but only to a degree.
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I was going to post a longer reply, but... No. Just no. This straitjackets the creation of story arcs to an unreasonable extent, and there are good story arcs already in existence that break the 'rules' you want to impose -- "The Clockwork Captive", for example.
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How do enhancements work - why am I get 13.5% reduction?
srmalloy replied to DougGraves's topic in General Discussion
And there is a ParagonWiki page for how that works. -
I started tuning him out about the time when he made the post about how fun in a video game, for him, was throwing himself at the end boss again and again, wiping over and over and over and over until he found the one trick that let him defeat them, and that this was how he wanted AVs to work in CoH. As if the first person/group that found out how to defeat some end boss wasn't going to throw it up all over the Internet as soon as they figured it out. The fun isn't beating the boss; we know that it can be done and how to do it -- the fun is figuring out a way to do it better.
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There are some decent artists in the CoH community; hold a series of contests for billboard replacement advertising -- pick one of the stock billboard spaces and hold a contest for art in the correct aspect ratio for that space (the aspect ratio for normal billboards, like the one across the street to the west of the KR tram, or the aspect ratio for the vertical drink ads in AP and Steel and elsewhere, etc.). The winner of a contest has their ad swapped in for the stock ad for billboards with that aspect ratio for some period of time, and then turned into an art file that people can download and stick in the appropriate subfolder of their data folder if they want to keep seeing it. Over time, this would build up a sizeable library of variant ads that could be rotated in and out to make it look more dynamic.
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Obligatory musical reference.
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Suggestion for future Halloween events
srmalloy replied to srmalloy's topic in Suggestions & Feedback
I think you're right; having the spectral pedestrians would work better during the banner event, just thicken the fog a little. -
If it's not something tied to the zone, and isn't difficult to copy, having additional NPCs walking around the zones with the same spectral effect you see with the NPCs in Echo: Dark Astoria would add a little bit of additional flavor to the event. Or maybe only when there is 'supernatural activity' in a zone, perhaps making all the non-interactive NPCs (i.e., everyone but enemies, contacts, detectives, and anyone else you would talk to in the course of a mission) spectral when the activity is going, to add more spookiness.
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Allow turning off minion spawn as a difficulty level
srmalloy replied to DougGraves's topic in Suggestions & Feedback
Ignoring for the moment the complexity of coding for the game effect of it, you could put "Disable Incarnate Level Shift" as a choice in the difficulty menu when you're adjusting notoriety. -
A 5-minute Build Up type of effect with a 5-minute animation.
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Try that in an office hallway. It is not a sinecure.
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Everyone has seen the "You have X bought and Y sold items in the Consignment House" message that you get when you log in on a character. Would it be possible to create a new slash command, such as '/altauction', that takes the name of an alt on your account and displays the same message for the alt's auctions? Right now, you have to log out of the character you're on, then log in to the alt to check their auctions, but being able to see if the numbers for the alt has changed will tell you whether you need to switch and look. Adding any kind of detail would be much harder to do, and all I'm looking for is an "I had ten bids open, have any of them moved?" check. For example, if you're bidding on five pieces of a set to slot in a power, and you don't want to grab your purchase out of the AH until you have all five, this would tell you whether all five had been bought without having to switch characters. And because this doesn't interact with the game play, it limits how much of the spaghetti code that it touches.