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Aberrant

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Everything posted by Aberrant

  1. Just checked, even if a texture is too big, it doesn't actually increase the hit box to select the power. Even though the texture squashes on click and mouseover, they won't trigger unless you hit the right area in the tray or prevent activating other powers, so the only worry is obscuring your UI (and large textures seem to cause client errors).
  2. @AboveTheChemist Just tested, can confirm that these Pogs "work" just like any texture, but they're a bit oversized compared to a regular power icon and take up more room on the tray. Not recommended unless you want a button that makes it slightly harder to select adjacent powers. @r0y If you want something very unobtrusive, I would recommend one of these two: /macro_image "icon_ig_storeaccess_color_0" "Tooltip" "Command" - Grey empty circle Pictured in slot 9 /macro_image "icon_ig_storeaccess_color_6" "Tooltip" "Command" - Small white spot Pictured in slot 0 Edit: These look quite smart. bodytype_scroll_tab bodytype_scroll_tab_over bodytype_scroll_tab_over_tintable bodytype_scroll_tab_tintable
  3. Well done for spotting this @Zhym ! I've updated Heather's HC Wiki entry with this dialog and info.
  4. Just checking, is there any opposition to creating a page describing SCORE and the period of time between CoH Shutdown and the launch of Homecoming, and classifying Issue 25 as work done under the SCORE developers, with Issue 26 onwards being Homecoming developed content? On a similar note, would it be worth separating Issue 26 out in to it's Pages 1 to 5 major updates? Just want to gather thoughts.
  5. Alternatively, the slash command "/screenshotui 1", which can also be bound as a toggle in Options > Keymapping.
  6. Cheers! Would very much be in favour of a plan to recreate Galaxy as a Hazard zone of course, but obviously a much larger proposal requiring substantial amounts of work. The idea with Perez is that this could be a prelude to a soft reboot of Perez, more in line with the Hollows as a zone with associated contacts or at least a TF or Trial, minimising required new asset creation, but obviously did not want to exceed scope. Wanted to keep this a very modest proposal. Perhaps a partial safe zone, where the city parts could be inhabited by citizens but the park is dangerous, kind of like how modern Faultline is set up.
  7. Something doesn't need to be 'justified' to be done, this is a video game, none of this is necessary! I'm not trying to force anyone to go to North Kings Row or Perez Park or anything. That's why I presented this as a Paragon Times article, to give it an in-universe justification, it feels like a small scale change and something that would happen logically in the life of the City. I also didn't want to make this a full zone revamp suggestion with an enemy group makeover and a task force as people on these forums seem to baulk at even the slightest change so I thought I'd make this as minimal impact as possible. Sorry I didn't supply enough empirically measurable Reasons for you. I thought the suggestion was simple enough that it would speak for itself. Here's some state approved Reasons for you then. B & E?) Contacts: Several contacts in Kings Row give visit Perez Park missions, which would make more sense if Perez was an adjacent zone like I suspect it was at some point intended to be before City of Heroes launched. Currently with these missions you have to leave Kings via the train, go to Atlas and talk to the security chief at the Perez Park entrance there, which is a minor pain in the arse. Juan Jimenez Linda Summers Paula Dempsey Ron Hughes Samuel Pierce Vic Johansson If this gate were built then to fix this would require another Perez Park Security Chief Task NPC in Kings Row, possibly editing the common Perez Park SC missions in to two groups, ones from Atlas Park contacts, and ones from Kings Row contacts. G) Transportation: Adding zone gates is a change in line with other Issue 25 changes like the re-opening of the Crey's Folly to RWZ gate, and the Talos to Dark Astoria gate. Wholly 'unnecessary' since these zones had teleportation systems available for access, but restoring inter-zone connectivity gives a better sense of place and cohesiveness to these largely detached zones. H) Street Hunting: Personally I very much like to wander around the city and spend lots of my time playing CoH just walking and looking at the sights, fighting low level mobs and jumping around the city, eschewing taking the trains during my downtime to see the sights. But with the removal of Galaxy, King's Row can only be walked to from Skyway and Independence making it navigation-ally a bit stranded and breaking up the flow of low level street sweeping. Edit: Sorry for the harsh tone, but it's quite dispiriting to have spent a day thinking, writing and re-writing an article and photo-shopping mock-ups of a non-existent security gate for someone to quote my least important half thought out sentence and take that as my whole argument, boiling it down to "not enough reasons".
  8. I know, I was there. This would be a new gate in the North East of Kings Row that goes between Kings Row and Perez Park in an area where no such gate exists but has evidence of a gate possibly once existing before the game launched.
  9. Vol. 26.6 No. 1 Paragon City, RI, June 13, 2020 80 cents The Perez Connection City agrees Kings Row to Perez Park gate Artist's impression of proposed plans to build new SWAT guarded gate in Kings Row. PARAGON CITY, Rhode Island, June 13th -- In an effort to restore city connectivity disrupted by the tragic meteor attack on Galaxy City, the Paragon City Council has approved plans to open a new SWAT guarded gate between Kings Row and Perez Park. This decision comes after a long and powerful cooperative campaign between the Kings Row Citizens Association, the Galaxy City Refugee Fund, and the Rhode Island Natural Spaces advocacy group, with support from the Paragon Times. These groups have been pushing for Perez Park to be reclassified from a Hazard Zone to a City Safe Zone as soon as possible, the hope being that Perez Park could once again provide vital recreation space for Kings Row's citizens, an amenity lost with the destruction of Galaxy's Gemini Park. Perez Park fell to it's dangerous gangs shortly after the conclusion of the Rikti War, when the PPD and valiant Heroes were stretched to their limit, resulting in the area being closed to the public. Other groups would move in later, with the Circle of Thorns and the Lost finding the cover of the overgrown park suitable to hide their nefarious activities. Despite all this time little has changed in Perez Park, with newly registered Heroes accused of being lazy by some citizens for taking the PTA Monorail to get around the city unnecessarily. Council members hope that this new gate will encourage more Heroes to travel through Perez Park on their way between Atlas Park and Kings Row, fighting crime on the way. City Representative Brighid Moreira said at the announcement: "Access to our city's parks is vital to the health and well-being of all citizens. Building this gate is part of our longstanding commitment to the rebuilding and regeneration of Paragon City after it has endured such devastation. New PPD patrols will be created to ease the gang related activity in the area, and I encourage any available Heroes of Security Level 7 and above to regularly patrol Perez Park and aid in the cleanup." Local Hero and PPD Liaison Blue Steel has been working with the City in the development of the plans: "The gangs of Perez Park are a blight on this fair city and have been allowed to run rampant for too long. I'm currently looking for a veteran Hero to organise a new Task Force to retake the Park." Continued on page 3 Regeneration Under-powered? Mayor Morales has faced criticism for years as to the extent of his commitment to the regeneration of the city's Hazard Zones, with many areas still left lawless and work underfunded, while dimensional refugees pour into the City and demand for development space is at an all time high. Plans for the rebuilding of Baumton South have stalled once again in the face of renewed battling between the Council and 5th Column, halting construction crews entering the zone. However, the ongoing detoxification of Venice has seemingly been stepped up in recent months, with Freedom Corps science teams frequently spotted within Brickstown, travelling through the southern gate to ‘Crey’s Folly’ as the City’s Heroes call Venice. Continued on page 5 Proposal: With Galaxy City destroyed, the north section of Kings Row has little reason to be visited beyond the Paladin/Shining Stars zone event. Interestingly there is a disused area in the North East of Kings Row found at coordinates (-600, -0.0, -2435) that looks suspiciously like the run-up to a SWAT gate that was presumably removed at some point during the games development, when Kings Row may have connected to Perez or another zone. In fact, the city of heroes website stated on the Kings Row page: "Present day Kings Row connects North to Perez Park, East to Skyway City, and West to Independence Port.". Possible then that this area led to Perez, but was removed before the game came out, a new north entrance connecting to Galaxy City (likely a later developed zone) was added and Galaxy got the Perez gate. Currently this area has four security watchtowers guarding an occasional spawn of Clockwork, a top secret dumpster, and two mysterious burnt out containers. I propose to install a new SWAT gate here that leads to either the currently closed Galaxy City to Perez Park gate or a new adjacent entrance, restoring the number of connections for both Kings Row and Perez Park, and making Kings Row feel more connected to other low level zones rather than sandwiched between two higher levels zones with only the monorail as a viable access point for low-level characters. The Galaxy City gate already appropriately opens onto the Boneyard neighborhood of Perez, where the Skulls have the largest presence lending more credibility to it possibly being the original purpose. Here’s a before and after .gif: And here’s how an updated city map would look: That’s it really, just a simple zone re-connection. Nothing too grand! Sorry for the full post white background, couldn't seem to keep it only on the Paragon Times article!
  10. I put Night Ward at 16 as I thought Malaise shows up in it dead, but I think I was wrong there. Reading through The Magician's arc again I think it's just a dream-projection of him in the hospital. So despite coming out an Issue and a half after, it might technically take place before Minds of Mayhem, so it could take place anytime after the Underground Trial.
  11. True. Where it is in the list at the moment is just the latest it can possibly be.
  12. Could be due to the number of players on live servers. Since there are more players, more going on, thus more delay in server to client communication, whereas on the Beta servers there's barely a handful of people on so there's a lot less data being passed back and forth so less delay or lost packets etc. But since I'm in Europe it's more likely due to the distance. Just a theory of course, but seems like the simplest explanation.
  13. First try baby! I knew Full Auto would be the easiest one to verify Using Full Auto in Peregrine Island. It's supposed to do 17 ticks, first try did 18 ticks of damage. Not counting the special 10% chance of bonus damage which didn't take effect obviously. Full Auto has a DoT period of 0.2 seconds within a duration of 3.3 seconds, which is 17 ticks at 3.2, appears here to have ticked 18 at 3.4 before shutting off. This was on the test server, which since I'm in the UK is likely to have a higher delay than me playing on Reunion and may make this effect more common. 18 TICKS The shot I took just after this pictured below was the correct 17 ticks. 17 TICKS FYI, the discrepancy in damage here was due to me slotting some more enhancements or hitting a different level target. The damage of DoTs is not distributed from a pool. So yep, can happen with player DoTs.
  14. I'm guessing this is a lag issue. Looking at the power information above it looks like it does a tick of damage every 0.2 seconds, for 0.7 seconds. So that's 1 tick on 0, 2 ticks by 0.2, 3 ticks by 0.4, 4 ticks by 0.6, then at 0.7 the ticks should stop before another happens. However it's entirely possible that the server or client could lag and miss that 0.7 check when it should disable the power, count another interval of 0.2 at 0.8 and apply a 5th tick of damage before it correctly shuts the power off. Main thing to check is whether this happens with other common DoTs, like enemy minigun, AR Bursts and the like. EDIT: Literally just ran around in RWZ on Live servers and attacked the Malta Group. A Hercules Class Titan's Gas Swarm Missiles power info says it's supposed to do 8 ticks of damage over 3.10 seconds. It did to me 9 ticks. Seems to me that it's likely to be a common potential issue with all DoTs having a capability of overstaying their welcome due to ticks being applied by periods of time within a duration rather than being hard coded as having an actual maximum number of ticks. Obviously more noticeable on RWZ pylons due to the high damage per tick that can mean the difference between living and dying, whereas most DoTs are low damage per tick so it's harder to see. EDIT 2: Similarly, in the files for Malta.Malta_Hercules.Gas_Swarm_Missiles, it does a tick of damage every 0.4 seconds for 3.1 seconds Which is 8 ticks counting 0, with the 8th tick on 2.8 before the power ends at 3.1, so just a delay in communication of 0.1 second will send it to 3.2 seconds for the incorrect 9th tick. EDIT 3: Player DoTs appear to have more time between the end of the duration and the next tick of damage, usually over 0.2 seconds, for instance Blasters AR Burst ticks every 0.3 seconds and ends on 0.91, leaving 0.29 seconds before the next potential tick ensuring that it won't spill over 4 ticks. Very likely intentionally designed for DoT overcounting to not benefit players, but less of a concern if it benefits npcs. To fix the Rikti Pylon sometimes doing 5 ticks all that would need to be done would be changing the duration from 0.7 to say 0.61 or similar, giving it less opportunity to overcount at 0.19 seconds. This could potentially have other consequences of course, not sure if it's possible for this to happen in reverse and undercount a tick, but would very likely if not eliminate the 5th tick, significantly reduce it's chance.
  15. In case it's helpful this is the Power information for Rikti Pylon Swarm Missles. This is from Issue 24 Files, so unless something has changed since then these should be correct. AttribMod 0 is for the damage, AttribMod 1 and 2 handle the knockback, 1 guaranteed at Mag 4, 2 a 40% chance of Mag 2. In the I24 files at least there is only one kind of Rikti Pylon in RWZ, the other is exclusive to Lady Grey TF in the Hamidon mission.
  16. The only place in game that it's said as far as I'm aware is the Reconnaissance Officer NPC in the zone, usually near the zone entrance. For instance, in the Hollows the recon officer says: " You have arrived in The Hollows, which is considered a Hazard zone". The rules for what constitutes a Trial or Hazard Zone have been weird and inconsistent since day 1 however. Ultimately the classification of these zones comes down to what the Reconnaissance Officer NPC in the zone says. Edit: Found a page which has them all listed: https://hcwiki.cityofheroes.dev/wiki/Reconnaissance_Officer but yeah, they definitely don't all say. So according to the recon officers: The Hollows: Hazard Boomtown: Hazard Striga Isle: Hazard Crey's Folly: Hazard The Abyss: Trial Generally, I'd say anything that's not a city zone is by default a Hazard zone, and some Hazard zones are also Trial zones.
  17. Finished all the Ancillary and Patron pool updates as far as I'm aware, possible errors in enhancements due to copy pasting existing powerblocks to save my sanity but good enough I think! Will probably start on either new powersets, proliferated power sets or sentinel sets next.
  18. Yeah, I'll be getting to that at some point. Shouldn't be too bad, they usually only have one or two powers different I think? I've just finished updating all the Sentinel Patron and Ancillary Pools (except Ninja Tools, got a bit more to do on that one), so making progress.
  19. I always felt it was a bit of a shame the way new Faultline sacrificed the verticality, only other zone that comes close to it is The Abyss. Completely understand why, old Faultline was an absolute pain to navigate, if you slipped down a fissure while hunting/running from Vahzilok hordes it was a 20 minute job to find a way back out pre-travel powers, and you would near guaranteed be ganked by some Circle of Thorns ghosts! Interestingly that section behind the dam in old Faultline was originally never accessible on live, though you could see it through the war walls, the doors that go there are new. They never developed any content that used that section until the revamp.
  20. I agree, best to keep it simple just listing the transit systems for Redside. Totally pointless to list out the same zones every time. Only reason we'll ever need the Connecting Zones for redside is if they ever open the tunnel between Port Oakes and Cap au Diable!
  21. Ah weird, must've missed that. Maybe had bad luck with it the first time round, thanks for the heads up. Don't need to import into the .piggs but rather repack a .dds as a .texture file. So long as it's in the same folder structure it'll overwrite the in-game texture, but for some reason mine seem to corrupt while doing it with PV1.61 and appear as scrambled pixels.
  22. Piglet can't export texture files as .dds or import custom textures, but works fine as a general viewer. Pigg Viewer Pro can export texture files as .dds but can't repack custom textures and doesn't recognise Homecoming's piggs as valid so won't open them, can only be used on the I24 piggs. Pigg Viewer v1.61 can only open individual piggs, not whole archives, and for me won't preview textures giving an error message when I try. So to find the right texture I want, say for a Homecoming exclusive power, I need to open the pigg archive in piglet, search for the file, get the filename and which pigg its in then open the individual pigg file with PV1.61 to export it. Just makes everything slightly more annoying than it needs to be! Not to mention that when I try and import textures at the moment they seem to corrupt. Still need to figure out what I'm doing wrong there!
  23. Floating bones in Peregrine Island, Tempest Quay neighborhood coordinates (2588.7, 0.0, -6456.4) Minor issue, purely visual. A corner piece of road in Kings Row on the border of the Kings Garment Works neighborhood has incorrect render distance and allows you to see through the world from approx 320yds away. Coordinates (897.5, -0.5, 2429.6). The sidewalk of the T junction it's connected to appears to have a similar issue but does not become fully transparent.
  24. Does anyone have a way to dump the Homecoming .bin files? I found an exe that can convert the I24 ones, but Homecoming's bins aren't compatible so I'm currently working off the old ones. Very useful for finding the exact powers that NPCs have and exact numbers when the powers detailed info screen lies to you! Unless it's against the code of conduct, in which case I never said anything! In a similar vein, does anyone have a decent damn .pigg viewer/extractor as I currently have to alternate between three awful programs for different jobs and it is miserable!
  25. Typing [Electrical Affinity.Fly] to get a chat clickable link to view a power's information and clicking on this link in chat will cause a client crash. Could be used to grief.
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