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Number Six

City Council
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Everything posted by Number Six

  1. Sort of, the original version of it was called SummerIO and it nerfed the Bonfire and Tornado tick rates when the Overwhelming Force: KB to KD unique enhancement was slotted, using the same globalchacemod method. That was before the Sudden Acceleration set existed, of course.
  2. Rookie is for parity with Villain and Praetorian starting areas, which have an exploration badge out in the open and likely to be accidentally stumbled into by new players, cluing them in that exploration badges are a thing that exists. I believe Silent Sentinel was chosen as the one to swap so that it could be moved back to its original location, before the Atlas Park changes from Issue 21. Undefeated is the other badge that was moved to a different building then, but Silent Sentinel's new location was a completely different style of building that didn't fit as well with Gargoyle.
  3. You actually can bind it from the options menu. Go there, click on the first entry next to quicklook, then when it's waiting for a keypress don't just click but drag the game world outside of the window, like you were trying to pan around with the left button. It's not super intuitive but it does work. Failing that, you can also use this, which is the previous default: /bind leftdragworld "+camrotate$$camturn" LeftDragWorld is a new input event that fires only when dragging outside of any UI element -- necessary for that kind of control so that it doesn't interfere with left button clicks and dragging in the UI.
  4. Try the Reset graphic settings on next run checkbox in the launcher settings and see if it helps:
  5. A couple small fixes going on beta today, above notes are being edited to include these. Missions Striga arcs fixed to be playable with mixed alignment teams. User Interface Cleaned up a few items in the option menu that were applying clientside immediately, but not saving to the server unless some other option changed that triggered sync. Powers Fixed a bug in Dark Mastery's Tar Patch that could cause the power to sometimes fail to summon the patch.
  6. FYI, fixes for both issues just hit the beta server, so if you want to try it there and verify if things look correct it would be appreciated!
  7. Yes, it's not actually causing pop-in, but what's happening is the fog distance calculation is wrong*, so the fog isn't hiding the transition like it normally does. Also if you have SSAO enabled, the difference in the scene fog calculation and the separate fog calculation that SSAO does causes abrupt transitions in brightness that look like pop-in. * (the variable from the vertex program is not consistently getting passed through to the fragment program, thinking we may have hit a limit in the number of uniform variables but it's not showing up on the error console)
  8. Thanks, it's was quite frustrating. I ended up scrapping the whole thing and re-implementing it in postprocessing. There's a couple downsides to that but nothing major -- and it works without graphical glitches, so good enough.
  9. That one is a different issue specific to that map. A fix for it is in the pipeline and should be out soon.
  10. Hahahaha, no, it's a complete nightmare I've been fighting for hours. out_color.rgb = calc_gamma_correction( out_color.rgb ); should work. It works fine in half a dozen other fragment programs. But in that one, it causes the fog calculation to go screwy in a way that defies logic. Reversing the order or changing random other things causes different seemingly non-deterministic behavior that makes no sense. I went so far as to rewrite how the fog is handled so I can change the order and do it the opposite way, which makes it work correctly for multiplyRegfp (yay!). But doing that somehow breaks it for colorBlendDualfp, in a similar way. And let's not even talk about the headache that SSAO adds to the mix. So yeah, about to throw up my hands and just do it in a postprocessing pass instead. I really didn't want to do that because you lose a little bit of color fidelity that way, but it may be the only way that's feasible with the house of cards that is the renderer.
  11. Take a Gravity Controller on a HMLGTF and find out. 😉
  12. There is definitely something screwy going on with that shader, had already identified it as a problem but it's been acting very strange and producing output that makes no sense. Finally got it to cooperate. There's one other problematic one that needs to be fixed as well that's making scene fog not affect some trees.
  13. This is a completely separate issue specific to that mission (and a couple of Dark Astoria cave missions); we've got a fix in the pipeline for it.
  14. @JelloMold's first issue looks like possibly a corrupt shader cache. That can be cleared using the "Reset graphics settings on next run" option in the launcher, or if you don't want to do that, manually deleting [cohinstall]\cache\shaders. What @Night and I think @Nishastra are seeing I believe is an issue with the new gamma correction not applying to the skybox fog... and apparently fogged-out water. I did a comparison between page 6 and page 7 in Ouroboros and it looks identical at 100% gamma, but moving gamma to the extremes in page 7 makes it obvious what's happening. Workaround for now is to use 100% gamma or close to it when outdoors until that oversight can be fixed.
  15. I believe this is what you're after. Note that these are the bindings from the Beta server, which have leftdragworld and mbutton swapped from the current live build, but this is most likely what it will be going forward. ' "quickchat" / "show chat$$slashchat" 0 "powexec_slot 10" CTRL+0 "powexec_serverslot 10" SHIFT+0 "powexec_alt2slot 10" ALT+0 "powexec_altslot 10" 1 "powexec_slot 1" CTRL+1 "powexec_serverslot 1" SHIFT+1 "powexec_alt2slot 1" ALT+1 "powexec_altslot 1" 2 "powexec_slot 2" CTRL+2 "powexec_serverslot 2" SHIFT+2 "powexec_alt2slot 2" ALT+2 "powexec_altslot 2" 3 "powexec_slot 3" CTRL+3 "powexec_serverslot 3" SHIFT+3 "powexec_alt2slot 3" ALT+3 "powexec_altslot 3" 4 "powexec_slot 4" CTRL+4 "powexec_serverslot 4" SHIFT+4 "powexec_alt2slot 4" ALT+4 "powexec_altslot 4" 5 "powexec_slot 5" CTRL+5 "powexec_serverslot 5" SHIFT+5 "powexec_alt2slot 5" ALT+5 "powexec_altslot 5" 6 "powexec_slot 6" CTRL+6 "powexec_serverslot 6" SHIFT+6 "powexec_alt2slot 6" ALT+6 "powexec_altslot 6" 7 "powexec_slot 7" CTRL+7 "powexec_serverslot 7" SHIFT+7 "powexec_alt2slot 7" ALT+7 "powexec_altslot 7" 8 "powexec_slot 8" CTRL+8 "powexec_serverslot 8" SHIFT+8 "powexec_alt2slot 8" ALT+8 "powexec_altslot 8" 9 "powexec_slot 9" CTRL+9 "powexec_serverslot 9" SHIFT+9 "powexec_alt2slot 9" ALT+9 "powexec_altslot 9" ; "show chat$$beginchat ;" \ "menu" A "+left" B "++first" BACKSPACE "autoreply" C "chat" COMMA "show chat$$beginchat /tell $target, " D "+right" DELETE "+lookdown" DOWN "+backward" DOWNARROW "+backward" E "+turnright" END "+zoomout" ENTER "show chat$$startchat" ESC "unselect" F "follow" F1 "inspexec_slot 1" SHIFT+F1 "team_select 1" F10 "say $battlecry $$ emote attack" F2 "inspexec_slot 2" SHIFT+F2 "team_select 2" F3 "inspexec_slot 3" SHIFT+F3 "team_select 3" F4 "inspexec_slot 4" SHIFT+F4 "team_select 4" F5 "inspexec_slot 5" SHIFT+F5 "team_select 5" F6 "local <color white><bgcolor red>RUN!" SHIFT+F6 "team_select 6" F7 "say <color black><bgcolor #22aa22>Ready! $$ emote thumbsup" SHIFT+F7 "team_select 7" F8 "local <color black><bgcolor #aaaa22>HELP! $$ emote whistle" SHIFT+F8 "team_select 8" F9 "local <color white><bgcolor #2222aa><scale .75>level $level $archetype$$local <color white><bgcolor #2222aa>Looking for team" H "helpwindow" HOME "+zoomin" INSERT "+lookup" LEFT "+turnleft" LEFTARROW "+turnleft" LeftDragWorld "+camrotate" M "map" MBUTTON "+camrotate$$camturn" MouseChord "+forward$$playerturn" MOUSEWHEEL "+camdistadjust" N "nav" P "powers" PAGEDOWN "camreset" PAGEUP "+camrotate" Q "+turnleft" R "++autorun" RBUTTON "+mouse_look" RIGHT "+turnright" RIGHTARROW "+turnright" S "+backward" SPACE "+up" SYSRQ "screenshot" T "target" TAB "target_enemy_next" CTRL+TAB "target_enemy_near" SHIFT+TAB "target_enemy_prev" UP "+forward" UPARROW "+forward" V "+ctm_invert" W "+forward$$playerturn" X "+down" Z "powexec_abort"
  16. Should be hitting Brainstorm tonight hopefully, but as of that same patch, when a tip is replaced because your tips are full, the floating text is suppressed entirely and does not appear.
  17. That's how /unbind has always worked: https://homecoming.wiki/wiki/Unbind_(Slash_Command) You want /bind C "nop", which is what the options menu does when you unbind something there, either with the new Escape key shortcut or by overwriting it with a different key.
  18. I'm surprised you were able to consistently. Might depend on which shard. GMs were often getting tickets about being unable to fight Adamastor because of people AFK camping the summoning spot with masterminds and the summon power on auto.
  19. Number Six

    Post-Page7 Hotfix

    A hotfix with the following changes has been rolled out. Make sure you update your game before launching to take advantage of these fixes: Bug Fixes Fixed a client crash that could occur if a character with an invalid key binding profile name was loaded. There were a small number of these that somehow ended up in the database. We previously updated the character records so they could successfully log in, but this patch has failsafe measures to prevent invalid data from ending up in that field to begin with and resolves the issue permanently. Fixed a client crash that could happen if a drag event occurred on an unexpected mouse button. This could happen with extended buttons (4 and 5) as well as in some circumstances if the key bindings for mouse buttons had been removed or overridden. Fixed the inability to set the old Window Scale option in the Options UI. This is one of the few settings that must be applied in order to take effect, but it got missed because it's a legacy option that normally does not show up unless it has been previously altered. Changing this option will now light up the Apply Now button.
  20. That's... still a thing, we didn't touch it. My main UI setup has 2 or 3 different chat windows on different parts of the screen. Just click 1, 2, 3, and/or 4 next to where it says "Tab", then click the little filled circle in the corner to undock it and move it elsewhere.
  21. Thanks for sorting them out, I was going to pop in and ask why you're trying to use PgUp AND right-mouse-button at the same time, since those do polar opposite things. There was a subtle change in the behavior in the very specific situation where you try to use camera look and mouse look (the one that rotates your character) at the same time. Mouse look was made to take priority to ensure that running with Left+Right mouse buttons pressed works correctly and you're able to steer while running regardless of which order you pressed the buttons in. It's a small enough thing that it didn't warrant a patch note on its own, as it shouldn't affect anybody, since there's no reason to use both functions at once. But yes, the correct answer is to not press the right mouse button at all and just hold PgUp and move the mouse to rotate the camera -- not a new thing, you could always do that. 😀
  22. Can you try on a new character using the Modern scheme? If you're getting no camera move at all that means you're probably on one who got switched to Classic and doesn't have the left click camera stuff at all, so it's not really testing if the issue with window sizing is fixed.
  23. Yep, that all sounds right! A big part of the problem was that it turns out the profile system with the drop down didn't ever really work right to begin with. Seemed to be unfinished. I guess nobody noticed because almost no one used it. So that had to be fixed to actually work...
  24. If you don't mind, could you re-test on RC3.5? Copied characters from live should now default to "Classic", while newly created characters get "Modern" unless you've overriden it by saving default key bindings.
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