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Purrfekshawn

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Everything posted by Purrfekshawn

  1. Another issue l found on new character Editor, regarding to GEOMETRY+TEXTURE verification is the fact that if there's some RECORD with certain Texture1 or Texture2 in "COSTUMES.BIN" file, and it defined BEFORE a record with certain GEOMETRY, new that combination can be used in new Character Editor. But if some RECORD with certain Texture1 or Texture2 in "COSTUMES.BIN" file is defined AFTER a record with certain GEOMETRY, the new system locks out that combo. It must have been done for sake of some optimization, as it meant to have no point of looping through whole file, and from start to certain Geometry should have been be enough, but it has a crippling effect on my characters. like it was: and became Btw: why make Time Optimization on costume creating/verification system? It's not something that is running all the time, these queries are sent occasionally, and pretty rarely.
  2. Found a Bug in new Costume Editor: For some reason it began to validate string "BodySetName" within Costume File, and that rendered some of my unique costume not submittable to serverside. Example is this costume: These pants have "Pants_Tight" geometry, and that style only can be submitted if that part has a string in it "BodySetName Pants". BUT Texture1 and Texture2 l used for this costume are "!x_fem_hips_tech_sleek_mask" and "!sf_hips_tech_sleek01_dual" respectively, and that requires to have "BodySetName Tight" in that file. This together made this style not submittable w/out using some extremely ugly boots/whatever required... On Live the serverside doesn't validate these values (except for Monstrous BodySetName for some reason), but on Test server it does. What change could made it change its behavior? Possible fix of that is to make new BodySetName - e.g. "BodySetName Everything", when Everything category would contain ALL possible pieces those you could put in that region (upper body/lower body/head). For lnstance all possible tights/pants/skirts and boots those you even can put on your character using whether category. Edit: it seems some of GEOMETRIES began to verify all TEXTUREs those are not meant to be pleced onto them, while other GEOMETRIES don't, have to investigate that more thoroughly.
  3. Awesome, thanks! Btw: is there by any chance, that there will be made extra option checkbox, that would disable clientside validation function while switched on, the function that changes the costume after changing costume piece and/or category, this's what it could do: https://imgur.com/cSvTACC. Note that in that .GIF Pants on the edited character do NOT changed after changing category (because clientside validation function is disabled) from "Pants" to "Tight", which makes possible to put Roman Sandal style after that, as well as Bow Tie shoulder style (w/out switching to Shirts). Or maybe make category for each region "Everything" that would include all possible styles (e.g. for Lower Body all skirts, pants, skins, tights, boots etc).
  4. Incarnate Reactive Radial Interface, l believe, would Explosive Arrow and other AoE's make ignite oil slick almost every time.
  5. Well, your costume inside it has following strings: BoneScale -0.7004 ChestScale -0.8502 Minimum values for Chest/Shoulder/Waist/Hip scales depend on value placed in BoneScale. So if BoneScale is -1, all these mentioned variable's minimal values are -1. If BoneScale = 1, then most of these value's minimals are 0 and so on. For BoneScale = -0.7004, minimum value of ChestScale is equal to -0.8127, while in your costume it's -0.8502. Try to replace ChestScale -0.8502 to ChestScale -0.8127 That's what fixed the problem for Me.
  6. l did some research work in Character Editor, while having NPC pieces enabled (costumes with these, sadly, cannot be uploaded to server because of serverside verifications) to discover which of pieces are NOT a mess and may be added to players approximately safely. Some of them may even be Key pieces for many themes, such as "Talons_Banshee" skirt style, which is the floor-long dress. Submitting all of that here on lnternational Woman's Day, in hopes that they might be enabled to be player-submittable relatively soonTM, so all woman's character might receive even extra level of Customization: ************************************************************ Male: Geometry: Head -> Standard -> Hair -> Caesar Geometry: Head -> Standard -> Ear -> K9 Ear Geometry: Head -> Standard -> Detail 1 -> Arena Attendant Headset* Geometry: Head -> Standard -> Detail 1 -> Villain Revolutionary Geometry: Head -> Standard -> Detail 2 -> Villain Revolutionary Geometry: Head -> Standard -> Detail 2 -> Imperial Defense Geometry: Head -> Hats -> Hat -> Explorer Geometry: Head -> Hats -> Hat -> Bobby Cap Geometry: Head -> Hats -> Hat -> Pirate 0? Geometry: Head -> Hats -> Hat -> IDF 1 Geometry: Head -> Hats -> Hat -> IDF 2 Geometry: Head -> Hats -> Hat -> IDF 3 Geometry: Head -> Hats -> Hat -> ... (others may fit) Texture1: Upper Body -> Tight -> Chest -> Clockwork Dirty Geometry: Upper Body -> Tight -> Shoulders -> Oni Pads Geometry: Upper Body -> Tight -> Shoulders -> IDF Geometry: Upper Body -> Tight -> Chest Detail -> Business Tie Geometry: Upper Body -> Tight -> Chest Detail -> Security Tie Geometry: Upper Body -> Tight -> Chest Detail -> Safety Vest Geometry: Upper Body -> Tight -> Chest Detail -> Puffy Vest Geometry: Upper Body -> Tight -> Chest Detail -> ... (more of them may seem fit) Geometry: Upper Body -> Tight -> Gloves -> Claw 1 Geometry: Upper Body -> Tight -> Gloves -> Claw 2 Geometry: Upper Body -> Tight -> Gloves -> Imperial Defense Geometry: Upper Body -> Tight -> Gloves -> Thunderhead Texture1: Upper Body -> Tight -> Gloves -> Clockwork w/Pad (Dirty Texture) Texture1: Upper Body -> Tight -> Gloves -> Clockwork (Dirty Texture) Geometry: Upper Body -> Tight -> Belt -> Belt and Bandolier Geometry: Upper Body -> Tight -> Belt -> Belt and Harness Geometry: Upper Body -> Tight -> Belt -> Pirate Geometry: Upper Body -> Tight -> Belt -> Praetoria PPD Geometry: Upper Body -> Tight -> Belt -> IDF* Geometry: Upper Body -> Baggy -> Chest -> Kid T-Shirt Geometry: Upper Body -> Robes -> Chest -> Revolutionary Geometry: Upper Body -> Robes -> Chest -> Security Guard Geometry: Upper Body -> Robes -> Chest -> Flannel 1 Geometry: Upper Body -> Robes -> Chest -> Flannel 2 Geometry: Upper Body -> Robes -> Chest -> Flannel 2 Geometry: Upper Body -> Robes -> Sleeves -> Revolutionary Geometry: Upper Body -> Robes -> Sleeves -> Security Sleeve 1 Geometry: Upper Body -> Robes -> Sleeves -> Security Sleeve 2 Geometry: Upper Body -> Robes -> Sleeves -> Security Sleeve 3 Geometry: Upper Body -> Robes -> Sleeves -> Flannel Sleeve Short Geometry: Upper Body -> Robes -> Sleeves -> Flannel Sleeve Medium Geometry: Upper Body -> Jacket (NOT JACKETS) -> Suit Jacket Geometry: Upper Body -> Jackets -> Explorer Geometry: Upper Body -> Jackets -> Military Geometry: Upper Body -> Jackets -> PPD Shirt Texture1: Lower Body -> Tight -> Pants -> Clockwork Dirty Texture1: Lower Body -> Tight -> Pants -> Clockwork w/Pads Dirty Geometry: Lower Body -> Tight -> Boots -> Imperial Scholar Geometry: Lower Body -> Tight -> Boots -> Work Boot Geometry: Lower Body -> Tight -> Boots -> Roman Sandal* Geometry: Lower Body -> Tight -> Boots -> Equestrian Sandal Geometry: Lower Body -> Tight -> Boots -> PPD Shell Jet Boots Geometry: Lower Body -> Tight -> Boots -> Imperial Defense Geometry: Lower Body -> Pants -> Pants -> Pirate Geometry: Lower Body -> Pants -> Pants -> Security Guard Pants Geometry: Lower Body -> Pants -> Pants -> Praetoria PPD Slacks Geometry: Lower Body -> Pants -> Pants -> Overalls Geometry: Lower Body -> Pants -> Pants -> Mastermind Military Pants (may as well come with Mastermind Military Jacket) Geometry: Lower Body -> Kilts/Shorts -> Kilts/Shorts -> Roman Cingulum 2 Geometry: Lower Body -> Kilts/Shorts -> Kilts/Shorts -> Cyclops Geometry: Back Detail -> Back Packs -> Clockwork Geometry: Back Detail -> Back Packs -> Clockwork Dirty Geometry: Back Detail -> Back Packs -> IDF Geometry: Back Detail -> Back Packs -> RocketPack Geometry: Back Detail -> Back Packs -> Raiders (?) Female: Geometry: Head -> Standard -> Hair -> Seer A Geometry: Head -> Standard -> Hair -> Seer B Geometry: Head -> Standard -> Hair -> Talons_03 Geometry: Head -> Standard -> Hair -> Bella Geometry: Head -> Standard -> Detail 1 -> Resistance 01 Geometry: Head -> Standard -> Detail 1 -> Cat Ears Geometry: Head -> Standard -> Detail 1 -> Arena Attendant Headset* Geometry: Head -> Standard -> Detail 1 -> Valkyrie Geometry: Head -> Standard -> Detail 1 -> Wedding Veil Geometry: Head -> Standard -> Detail 1 -> Veil Crown*** Geometry: Head -> Standard -> Detail 1 -> Bella Googles Geometry: Head -> Standard -> Detail 1 -> Tielekku Crown Geometry: Head -> Hats -> Hat -> Witch Hat 3 Geometry: Head -> Hats -> Hat -> LongBow Helmet Geometry: Head -> Hats -> Detail 1 -> Ear Muffs Geometry: Head -> Hats -> Detail 2 -> Omega Texture1: Upper Body -> Tight -> Chest -> Althletic (more muscular pattern, similar to Barbarian Texture1)* Texture1: Upper Body -> Tops With Skin -> Chest -> Bikini (more muscular pattern, similar to Barbarian Texture1)* Geometry: Upper Body -> Tops With Skin -> Shoulders -> Widow Geometry: Upper Body -> Tops With Skin -> Chest Detail -> Borea Asian Thing Geometry: Upper Body -> Tops With Skin -> Chest Detail -> Roman Sybil Geometry: Upper Body -> Tops With Skin -> Chest Detail -> Roman Sybil 02 Geometry: Upper Body -> Tops With Skin -> Chest Detail -> Lamashtu Geometry: Upper Body -> Tops With Skin -> Chest Detail -> Talons Texture1: Upper Body -> Tops With Skin -> Gloves -> Clockwork w/Pad (Dirty Texture) Texture1: Upper Body -> Tops With Skin -> Gloves -> Clockwork (Dirty Texture) Geometry: Upper Body -> Tops With Skin -> Gloves -> Widow Geometry: Upper Body -> Tops With Skin -> Belt -> IDF Geometry: Upper Body -> Tops With Skin -> Belt -> Lamashtu Geometry: Upper Body -> Tops With Skin -> Belt -> Roman Sybil Geometry: Upper Body -> Tops With Skin -> Belt -> Hero_Corp Geometry: Upper Body -> Shirts -> Shirt -> Talons Texture1: Upper Body -> Shirts (or Tight) -> Chest -> Clockwork Dirty Geometry: Upper Body -> Jacket (NOT JACKETS) -> Chest -> Suit Jacket Geometry: Lower Body -> Bottoms with Skin -> Boots -> Imperial Scholar Geometry: Lower Body -> Bottoms with Skin -> Boots -> Equestrian Sandal Geometry: Lower Body -> Bottoms with Skin -> Boots -> Widow Texture1: Lower Body -> Bottoms -> Bottom -> Clockwork Dirty Texture1: Lower Body -> Bottoms -> Bottom -> Clockwork w/Pads Dirty Geometry: Lower Body -> Skirts/Shorts -> Skirt/Short -> Talons_Banshee*** Geometry: Lower Body -> Skirts/Shorts -> Skirt/Short -> Cabal Geometry: Lower Body -> Skirts/Shorts -> Skirt/Short -> Circle of Thorns Dev 1 Texture1: Lower Body -> Pants -> Pants -> Fortune Teller Texture1: Lower Body -> Pants -> Pants -> Fortune Teller 2 Geometry: Back Detail -> Back Packs -> Clockwork Geometry: Back Detail -> Back Packs -> Clockwork Dirty Geometry: Back Detail -> Back Packs -> Raiders (?) Huge: Geometry: Head -> Standard -> Detail 1 -> Halo Geometry: Head -> Standard -> Detail 1 -> Arena Attendant Headset* Geometry: Head -> Standard -> Detail 2 -> Marauder Beard Geometry: Head -> Hats -> Hat -> IDF 1 Geometry: Head -> Hats -> Hat -> IDF 2 Geometry: Head -> Hats -> Detail 1 -> IDF 1 Texture1: Upper Body -> Tight -> Chest -> Clockwork Dirty Geometry: Upper Body -> Tight -> Shoulders -> IDF Geometry: Upper Body -> Tight -> Chest Detail -> IDF Texture1: Upper Body -> Tight -> Gloves -> Clockwork (dirty pattern) Texture1: Upper Body -> Tight -> Gloves -> Clockwork w/Pad (dirty pattern) Geometry: Upper Body -> Tight -> Gloves -> Brawler Geometry: Upper Body -> Tight -> Gloves -> Imperial Defense Geometry: Upper Body -> Tight -> Belt -> LongBow Belt Geometry: Upper Body -> Tight -> Belt -> Minotaur Belt Geometry: Upper Body -> Tight -> Belt -> IDF Geometry: Upper Body -> Jacket (NOT JACKETS) -> Suit Jacket Geometry: Upper Body -> Robes -> Sleeves -> McCrane Geometry: Upper Body -> Jackets -> Sleeves -> Captain Long Texture1: Lower Body -> Tight -> Pants -> Clockwork Dirty Texture1: Lower Body -> Tight -> Pants -> Clockwork w/Pads Dirty Geometry: Lower Body -> Tight -> Boots -> Imperial Scholar Geometry: Lower Body -> Tight -> Boots -> Imperial Defense Geometry: Lower Body -> Pants -> Pants -> Pirate Geometry: Lower Body -> Pants -> Pants -> Security Guard Pants Geometry: Lower Body -> Pants -> Pants -> Mastermind Military Pants Geometry: Back Detail -> Back Packs -> Clockwork Geometry: Back Detail -> Back Packs -> Clockwork Dirty Geometry: Back Detail -> Back Packs -> Raiders (?) ************************************************************ Well, that seems to be it... Ones those have marks "*", and a fortiori "***" are the ones l want to receive personally, in order to make well-deserved level of Customization for my own characters, including Mah Main, or alts or even AE enemies (Emulating Arena Attendant Headset with Ear Caps and Cyborg Detail 2 doesn't look well, and non-romal sandals for past enemies too bulky)... l feel mah characters/enemies unfinished w/out these pieces.
  7. l would participate, but... There are soo many Awesome costume pieces, such as Floor-long Dresses are tagged as NPC-only without any reason. That's kinda sad and narrows the field of possible costumes decently...
  8. Sorcery - Magic Willpower - Mutation Experimentation - Science Freerunning (upcoming) - Natural Gadgetry (upcoming) - Technology
  9. It can be used offensively! If you phase out something beyond the range of rDPS in your team it will offend them a lot!
  10. Well, it has few things to deal with AE, but still. When l tried to make Archvillain Beatdown - Past Edition l found that l couldn't make Male characters with Romal Sandals style, while that style is available for Female models. When CoH had complicated costume unlocking system these styles were sold by Vendors in Cimerora, possibly were unlockable Roman Tunic (Unique Chest Category) & Roman Sandal too, but right now Roman Sandal for Male models are tagged as NPC only (Roman Tunic isn't). May make sense to unlock that for player just in case that "NPC-only" tag on Roman Sandal Style (Male) is placed by mistake.
  11. Let alone Lord Recluse, but for some reason e.g. Roman Sandal style is available for FEMALE skeletons only, not for MALE, despite the fact that this style is commonly used for NPC's in Cimerora and Roman Tunic (Unique Tops) is a possible style for Males, whilst Romal Sandal isn't. Does that make any sense for you? For Me that doesn't make sense and l think it's probably done by some mistake. Enabling this on Serverside aforementioned way would fix this issue in a blaze. l was crippled when making Archvillain Beatdown - Past Edition by this inability to use Roman Sandal part for Males. Besides that there are a lot of styles with nonsensical restrictions from both client and serverside, like displayed above Crown for Veil and Talons Dress (down to the floor, there's a model of it present, why don't make it available then? A lot of games have dresses down to the floor, and they're extreamly extreamly beautiful anyway!). Bow Tie shoulder style isn't usable at any chest style, except shirts, and so on. l propose enabling lots of styles those are currently locked for NPC at serverside by setting to 0 its NPC-only flag, as suggested above (this will definitely work for enabling Roman Sandals for Males, Crown Veil, Talons Dress etc; for instance ROMAN SANDAL can be enabled by searching bytes "16 2A 02 00" in current costumes.bin file (need to do that on Serverside's costumes.bin, not just the clientside), and then setting to 0 flag that is placed 32 bytes after that, right now it's 0 for Females 1 for Males, it's exact NPC-only flag). After this also wouldn't be excessive to make some ingame piece of code for cilent that would be linked to checkbox in costume editor and disable clientside verification (like actual HyperKreator hack does), it would make possible e.g. setting up Bow Tie shoulder style for Tights, or Roman Sandal for Pants category as demonstrated in GIF. Hopefully enabling MOAR costume Options is coming someday in future as a huge bulk update, because it would make Costume Contests ALOT, LOT, LOT more funnier, making possible to make new/copy existing player's imagined costume (theme of certain Contest) with even more precision. Not being able to make a Princess ala disnay with Large Dress hurts a lot.
  12. True, l also would like to see in future sone new Stun Enhancement set with its 6-th piece to provide Proc Chance of +2 MAG Stun (so one cast could reach MAG 5 stun and stun a boss this way).
  13. l'd say Resistance-based sets (Radiation Armor, Electric Armor, Dark Armor) are better work for Tankers/Brutes (because of 90% resist cap), while Defense-based (Super Reflexes, Shield Defense, Willpower) etc. better work for Scrappers/Stalkers (especially Stalkers because of their interruptable power). lnvulnerability and Bio-Armor have combination of Defense/Resistance, so may work good for both. Bio-Armor seems to be more upgraded & adaptable because of its form change (defensive/offensive/efficient) and some AoE damage dealing powers. Also better END drain resist. Another matter though how it would match your toon's Theme. For be Theme is everything, and l'd never take any power/powerset that doesn't make sense for any of mah toons.
  14. The history needs to be saved (again)! A temporal anomaly has been detected - it seems some evil forces are going to rewrite history, and have sent their agents back to the past. While eliminating their key targets one-by-one might have produced a resulting butterfly effect, affecting violators themselves - up to making them unable to approach their next targets, they chose another option - they captured and moved their key targets into single spation-temporal coordinate, and then nuke all of them simultaneously - dramatically changing all the history. You hafta prevent that and travel to that coordinate, but be careful - it seems all of the key targets are brainwashed and confused, and are going to resist your attempt to save them! Use non-lethal force if necessary, as most of them are very dangerous! We present you a new piece endgame content - Archvillain Beatdown - Past Edition. In this journey you will encounter following characters: Anubis Aurora Chronos Cleopatra Dracula Hercules Hsssrwwr Mother Nature Nefertiti Prometheus Solomon Thor Zeus And also one very tiny lil' Easter Egg, that's, however, is pretty hard to activate, unless you know how to do it exactly. But be the first Us who discovered that! C'mon! Try it out!!! Arc id is #21066! It's open for enjoyment & lNF farm - use +4 notorierty and Double lnfluence while Exemplared setting!
  15. Re: Btw: Maybe make it resistive not to Cold, but to Energy damage, because thick scales conduct electricity pretty badly. While Cold damage may become weakness for every single of them (maybe make all dinos have innate -20% resistance to cold damage, similar to how Force Field Generator is vulnerable to Energy damage).
  16. It's interesting to note that l once found a way to increase # of character slots on mah Private Server. For this it's needed to do following steps: "\bin\missionserver.exe" - in server software directory - open with HEX editor, find following bytes: "05 00 00 00 18 00 00 00 03 00 00 00", and replace that to e.g. "05 00 00 00 18 00 00 00 E8 03 00 00" to make default # of PublishSlots 1000 (may go for more). That's not all though - and "\missionserver\db_users.txt" - in server software directory needs to be modified as well - to change existing accounts too - all strings with "PublishSlots" in them - to put new publish slot value, and also remove 2 strings with "ParseCRC" and "DataCRC" at start of the file, so missionserver.exe will assume that .txt file valid. l hope devs will read & examine this information.
  17. Hey, hey, hey. Only PFF and repulsion field? You really shud consider taking Force Bubble and Detention Field as well, as these powers are prolly the best and the most universal in the game, make sure you run Force Bubble all the time and 6-slot Detention Field for recharge, so you can spam it as often, as possible! Generally Knockback effects are extremely useful, especially if it's Targeted Sphere AoE knockback, you better should 6-slot it for Knockback with Knockback distance IO's. Btw: one of the best powers in game - is Speed's Whirlwind - definitely take it (it's like second Repulsion Field) - it's target for 6-slotting Knockback as well n.n!
  18. l'm not sure if it's in game or is not, but l would like to have an option, available for everyone, that would not hide pet window, but make it shown all the time, in order to track more easily non-MM pets, like Controller pets or Patron Pool pets. And this way monitor their health & discover when they need healing or some buffs. Also how about tracking intangible pets, like Voltaic Sentinel?
  19. Also speaking about bots - Protector Bots need to prioritize their Force Field cast on owner, and only after that - on other pets. It's a blah on mah Main when protector bots all the time apply 2 Force Shields on Seeker Drones before Mah Main.
  20. When l thought about making a power that pulls nearby enemies in - l always thought it might have been made PBAoE effect that applies TELEPORT (with mag more than 4.1, so it may work on 54 lvl adds) to all affected targets (target spot is a power caster character, not selectable). Because its range would be pretty short (up to 25 ft), visually that "teleport" (given that it won't have translucency) would be almost indistinguishable from knock to.
  21. Well, yesterday l ran on mah character almost whole day, striking 2 health accolades for one of mah toons, changing instances like once every few minutes and crash occured zero times. But l did it solo, so maybe it has something to do with teammates.
  22. On mah characters l slot usual Sprint with Run IO+5 (and Swift with exactly same), and some other sprint, perhaps Prestige version of it or slide - with Celerity Stealth. This way l've more travel velocity or translucency/stealth depending on what my character needs ATM, but it may require some sophisticated binds n.n
  23. l'm afraid it's not possible yet at all. Also l think all non-player enemies and/or AV's have default power colors (haven't seen yet things like blue radiation, green fire or purple ice for ayone or aything that is not playable). The only thing resembling Mu Guardian's lightnings are red, but it's MU powerset, not the electricity, MU are red for players by default as well).
  24. What's about Weapon mastery? But We would support it, more options = always great!
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