Jump to content

Number Six

City Council
  • Posts

    742
  • Joined

  • Last visited

  • Days Won

    15

Number Six last won the day on March 14

Number Six had the most liked content!

Reputation

2681 Excellent

About Number Six

  • Birthday 01/01/1004

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. A Giant Monster causes the exact same amount of "lag" (whether it's server resources, client rendering resources, or whatever) as a Hellion. It's just another critter, nothing special about it except that it has more hit points and is rendered larger on the screen.
  2. The character "Temp Fairy" on Excelsior has PraetorianProgress=7... that's a temporal warrior.
  3. Since they are instant 50s as soon as they're created and never change, the only reasonable option was to treat them like level 1 characters. So they always have a 30 day limit. Correct, we're not using any of that system. Getting kicked out of supergroups -- or worse the supergroup disbanding and the base getting deleted if they're the last member, losing email/ah, etc. is just far too punishing on someone coming back after a long absence. That's probably why Paragon abandoned it. They get a number appended to the end. 1 if it's available, otherwise 2, etc. If they're already at the length limit then the last letter is replaced with a digit. Basically the same rules as when you do a server transfer if the name already exists on the destination. They'll see CharacterName1, also with the red exclamation mark because the character is still inactive and subject to name release. If nobody took the name while they were away, they'll just see CharacterName with the alert icon.
  4. True, because the system is not in enforcement mode, it uses a different icon for "would be eligible for release, but not really because we're not doing it yet" which is harder to tell the difference. Once it goes live and the red and white icon starts showing up it'll be a lot more obvious.
  5. Not disputing that's what they called it; I suppose it's just semantics. Though FWIW it's not just the code that calls it that, the in-game messages when you try to access an offlined character also aren't consistent with the description in that announcement: "The character has been moved off the database because the account has not been logged in for 90 days or more. Choosing to enter the game will reload the character.<br><br>If you were a member of a supergroup you will need to be re-invited.<br><br>There is a chance your player name was used by another player while your character was inactive. If this happened, you will be allowed to rename your character once." "We are currently restoring your character from our long-term storage. Please wait, this may take a few minutes." "An internal error has occurred with the servers. You tried to login a character from long-term storage before restoring that character."
  6. Hover over the icon. The yellow one is the pre-warning letting you know that it's not eligible for release yet, but it will be soon, so you can preemptively log into it before it gets there. For the 1-5 bracket, that starts showing up 7 days prior to the actual date it would be released. The "at risk" icon for being over 30 days is either red or orange depending on if the system is in enforcement mode or not. IIRC the red icon for when the name is actually eligible to be claimed also has an inverted (white) exclamation point on it, to make them easily distinguishable for people who are color blind or have difficulty discerning the yellow/red part of the spectrum.
  7. That wiki page is incorrect. There was no such thing as "unreserved" status in the code until we added something similar (though it's calculated in realtime rather than being a flag in the database or something) as part of the Homecoming name release system. From the description it sounds like the offlined characters that were removed from the database were misinterpreted as some kind of unreserved flag, but that's not what was actually happening. AFAICT offlining was a somewhat newer feature though so I don't know how the 2005 sweep could have worked. Perhaps they had an earlier version of it that was replaced for Going Rogue.
  8. It is a completely different system. The one on live wasn't a name release at all, it was a one-shot script they presumably* ran during downtime that looked for characters on inactive non-paying accounts (this was shortly after the F2P transition) and physically removed them from the database to cheaper storage. These "offline" characters could still be seen in the character list and attempting to log one in required the character to go through a process of being re-imported first, which is very similar to a server transfer. Freeing up the names while they were offlined was just a side effect. Our system doesn't work like that at all and is a fully automatic realtime system that renames inactive characters "just-in-time" when a new character is being created with the same name. * I say presumably because we don't actually have that script. The architecture for handling offlined players still exists in the code, but there's nothing that actually triggers moving characters to offline storage, so it must have been somehow handled outside the game server.
  9. @Molubdos Beacons have been deployed and the fix should actually be in place now.
  10. Whoops, that's because I derped and deployed the data patch, but forgot to deploy the new beacons. Will restart Brainstorm overnight when there's less activity and post here when it can be tested.
  11. It should be clarified that the referenced change isn't a prohibition of the practice as a whole -- if that were the case we simply would have made those modes subject to the normal AFK timer. They're a notice that GMs reserve the right to kick someone who is AFK if it's being used it in a disruptive way.
  12. Not a typo 😉 https://homecoming.wiki/wiki/Going_Rouge_Badge
  13. Should be fixed in the new build that just went to beta. Thanks for the report!
  14. Usually that message shows up as the result of an improperly installed mod or because a "data" folder somehow got created in the wrong place. If you know your way around file systems, here are the things to check for: Find wherever the cityofheroes.exe you're running is. In the HC launcher it's either under bin\win64\live\ or bin\win32\live\. For the older launchers it's under hc-bin64\ or hc-bin32\ Double check that folder and make sure there aren't any subfolders at all, especially not one named "data". That confuses the install detection logic and makes it look for the data files in the wrong place. The only things that should be in there are .exe and .dll files. You could also try deleting the whole 'bin\*\live' or 'hc-bin64' + 'hc-bin32' directories and letting the launcher redownload it as there are no user-customizable files under those.
×
×
  • Create New...