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Raevyn_Darke

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Everything posted by Raevyn_Darke

  1. In conversations on the base building Discord channel, folks (myself included) have often wished for a list of which items produce light, since there doesn't seem to be any rhyme or reason to which ones do or don't. Since (to my knowledge) no such list existed, I decided to make one. :) All lights were tested in a dark area, in an above-the-base build, with indoor lighting turned on. I tested when placed normally and when buried beneath a surface (in this case, a grass plate), as well as noting any that change with day/night cycle. I basically went by whether I could discern a difference in the brightness of the area when the light was present; as such, it is possible that certain items (like desk lamps) emit very small, focused amounts of light, but not enough that I could tell. YMMV; if you have any corrections/adjustments, just let me know. :) Items are listed in the order they appear in the base builder (...as much as it pains me to leave them disorganized...). ;) Makes Light || When Buried Yes No || Yes No || Item x || x || Wall Torch x || x || Bonfire x || x || Floor Torch x || x || Hanging Fixture x || x || Hanging Fluorescent x || x || Medium Light Column x || x || Recessed Fluorescent 1 x || x || Recessed Fluorescent 2 x || x || Recessed Tech Lights x || x || Small Light Column x || x || Small Recessed Fluorescent x || x || Tech Lamp 2 x || x || Torch (Unlit) x || x || Accent Lamp x || x || Accent Lamp (Off) x || x || Adjustable Floor Lamp x || x || Adj. Floor Lamp (Off) x || x || Banker's Lamp x || x || Banker's Lamp (Off) x || x || Candle 1 x || x || Candle 1 (Lit) x || x || Candle 2 x || x || Candle 2 (Lit) x || x || Candle 3 x || x || Candle 3 (Lit) x || x || Red Candle x || x || Ceiling Spot 1 x || x || Ceiling Spot 1 (Off) x || x || Ceiling Spot 2 x || x || Ceiling Spot 2 (Off) x || x || Chandelier 1 x || x || Chandelier 2 x || x || Desk Lamp 1 x || x || Desk Lamp 1 (Off) x || x || Desk Lamp 2 x || x || Desk Lamp 2 (off) x || x || Firepit x || x || Firepit (Lit) x || x || Floating Cauldron x || x || Floating Cauldron (Lit) x || x || Floodlight x || x || Floor Lamp x || x || Floor Lamp (Off) x || x || Fluorescent Light x || x || Fluorescent Light (Off) x* || x* || Gas Lamp 1 x* || x* || Gas Lamp 2 x || x || Ground Torch x || x || Ground Torch (Lit) x || x || Hanging Lamp x || x || Hanging Lamp (Off) x || x || Large Accent Lamp x || x || Large Accent Lamp (Off) x || x || Large Adjustable Lamp x || x || Large Adj. Lamp (Off) x || x || Large Banker's Lamp x || x || Large Banker's Lamp (Off) x || x || Large Ceiling Spot 1 x || x || Large Ceiling Spot 1 (Off) x || x || Large Ceiling Spot 2 x || x || Large Ceiling Spot 2 (Off) x || x || Large Desk Lamp 1 x || x || Large Desk Lamp 1 (Off) x || x || Large Desk Lamp 2 x || x || Large Desk Lamp 2 (Off) x || x || Large Floodlight x || x || Floodlight (Off) x || x || Large Floodlight (Off) x || x || Large Floor Lamp x || x || Large Floor Lamp (Off) x || x || Large Fluorescent Light x || x || Large Fluorescent Light (Off) x || x || Large Hanging Lamp x || x || Large Hanging Lamp (Off) x || x || Large Reading Lamp x || x || Large Reading Lamp (Off) x || x || Large Shoji Lamp x || x || Large Shoji Lamp (Off) x || x || Large Shoji Wall Lamp x || x || Large Shoji Wall Lamp (Off) x || x || Large Wall Light x || x || Wall Light (Off) x || x || Large Wall Light (Off) x || x || Large Wall Sconce x || x || Wall Sconce (Off) x || x || Large Wall Sconce (Off) x || x || Reading Lamp x || x || Reading Lamp (Off) x^ || x^ || Shoji Lamp x || x || Shoji Lamp (Off) x || x || Shoji Wall Lamp x || x || Shoji Wall Lamp (Off) x || x || Wall Light x || x || Paper Lantern 1 x || x || Paper Lantern 2 x || x || Standing Candelabra x* || x* || Street Light 1 x* || x* || Street Light 2 x || x || Stop Light x || x || Small Light Panel x || x || Large Light Panel x || x || Large Curved Light Panel x || x || Mansion Wall Sconce 1 x || x || Club Lamp 1 x || x || Club Lamp 2 x || x || Metal Torch x || x || Light Pillar x || x || Casino Chandelier (Lit) x || x || Casino Chandelier x* || x* || Gas Lamp x~ || x~ || Red Light x~ || x~ || Red Hanging Light 1 x~ || x~ || Red Hanging Light 2 x~ || x~ || Green Light x~ || x~ || Green Hanging Light 1 x~ || x~ || Green Hanging Light 2 x~ || x~ || Blue Light x~ || x~ || Blue Hanging Light 2 x~ || x~ || Blue Hanging Light 1 x || x || Ceiling Light 1 x || x || Wall Sconce 1 x || x || Wall Sconce 2 x || x || Running Light x~ || x~ || CoT Light Crystal x || x || Casino Light x~+ || x~+ || Docklight 1 x~+ || x~+ || Docklight 2 x || x || Tech Light 1 x || x || ToV Candle Skull Cluster x || x || ToV Candle Cluster Lit x || x || ToV Candle Large x || x || ToV Candle Tall 1 x || x || ToV Candle Tall 2 x || x || ToV Candle Tall 3 x || x || Large Square Light x || x || Large Cylinder Light x || x || Large Round Light Key: *: Only lit at night ^: Produces light in an unexpected way (dark near the lamp, but lit further out) ~: Doesn't produce radiant light, but has a colored light effect that extends past the fixture +: Flashing light Notes: Eva Destruction's testing (thanks!) indicates that Shoji Wall Lamp, Large Wall Sconce, Banker's Lamps, Large Desk Lamps, Large Floodlight, Reading Lamp, and Wall Light do produce some light, though it may vary based on the surface they are placed upon. When I get a chance, I'll see if I can do some more testing to figure out what things affect the light output. :) Eva also notes, "By the way, while the glass wall panels don't play nice with effects, the glass floor tiles seem to be fine. So if you really need a window with some effects behind it, you can flip those sideways. For some strange reason they're also hidden by glass walls and most water, so if you want to swim without your feet clipping through the floor of your pool, put your water on a glass floor with the visible floor below it." Hope this is helpful for everyone. I'm currently working on a list of what items are tintable, so hopefully I'll have that posted soon. :) (PS: BBCode and tables do not mix. :P)
  2. I've gathered a bit more info on this, in hopes it may help or spark some suggestions on what I can do to fix it. The Prae_Cloud_Noon_B file is by far the most common, but files that have caused the memory allocation error include: stage1b.pigg - Villain_lairs/Rikti/Rikti_Computer_Pod.texture (x2) stage2c.pigg - World_fx/sky/praetoria/prae_cloud_noon_A.texture stage2c.pigg - World_fx/sky/praetoria/prae_cloud_noon_B.texture (x6) stage2c.pigg - City_Zones/Praetoria/First_Ward/Buildings/Brick_MidRises/P_StainTile03.texture stage3g.pigg - City_Zones/Atlas_Park_makeover/Nature/bushes/AP_ivy_01_dc.texture texWorldCZ.pigg - City_Zones/Halloween_2011/Terrain/HE_2011_ConcreteTrim_NS.texture (x3) texture_characters.pigg - naomi/props/p_bathroom/p_toilet_n.texture For the last few days, I also tracked when I started the base editor and when the crashes occurred, along with the error messages: 7/6 - Crashed at 12:51 AM: D:/CoH/piggs/stage3g.pigg: Failed memory allocation (zip'd size 385230, unzip'd size 1398500) Read failed for file: texture_library/WORLD/City_Zones/Atlas_Park_makeover/Nature/bushes/AP_ivy_01_dc.texture -1 The game ran out of memory and must now exit. - Restarted to go to city zone & logged out. - Logged in & began base editor ~ 9:15 AM after server restart. - AFK from ~11-12:15 - CTD w/ no error message at 12:20 7/7 - Logged in & began base editor ~8 AM. - CTD w/no error message at 10:40 AM. - Added CoH to Avast exceptions in case that was part of the issue (didn't seem to change anything). - Restarted PC (Avast update). - Logged in & began base editor ~11 AM. - Crashed at 12:36 PM: D:/CoH/piggs/stage2c.pigg: Failed memory allocation (zip'd size 195782, unzip'd size 1398683) Read failed for file: texture_library/WORLD/World_fx/sky/praetoria/prae_cloud_noon_B.texture -1 The game ran out of memory and must now exit. - Restarted & began base editor ~12:45 PM. - Crashed at 2:22 PM: D:/CoH/piggs/texWorldCZ.pigg: Failed memory allocation (zip'd size 1190636, unzip'd size 1398500) Read failed for file: texture_library/WORLD/City_Zones/Halloween_2011/Terrain/HE_2011_ConcreteTrim_NS.texture -1 The game ran out of memory and must now exit. - Restarted & began base editor ~2:45 PM. - Restarted PC due to Windows Updates, restarted game & began base editor ~5:20 PM 7/8 - Logged in & began base editor ~8 AM. - AFK ~9:15 AM - ~4 PM; left in base edit mode, no issues. - Crashed at 5:11 PM: D:/CoH/piggs/stage2c.pigg: Failed memory allocation (zip'd size 241410, unzip'd size 1398683) Read failed for file: texture_library/WORLD/World_fx/sky/praetoria/prae_cloud_noon_A.texture -1 The game ran out of memory and must now exit. I have 16 GB of RAM, and only have Discord and Chrome (with this forum, a badge tracker, and a couple Google search tabs, nothing excessive) open in addition to the game. (Well, and now Notepad so I can keep track of this stuff.) I have tried deleting and re-downloading the files in question, but it didn't seem to make a difference; it did seem to take longer before it crashed again, but I wasn't recording times at that point so it could be subjective. Any suggestions would be very, very appreciated.
  3. Bathroom stall pieces take color very well and are solid colored. The only caveat is that they are metal, so there can be a shine/glare depending on lighting.
  4. Here's my latest one...a lilac bush. It's cobbled together with "Cabal" stick pieces for the base, "Cemetery Dirt Pile 1" to disguise the bottom, 3 or 4 green-tinted "Leaf Pile 2" for the leaves, and 3 or 4 lavender-tinted "Large Bush 1" for the blooms. :)
  5. Slightly different version came up earlier, Prae_Cloud_Noon_A.texture. Just now I got this one: D:/CoH/piggs/stage1b.pigg: Failed memory allocation (zip'd size 701374, unzip'd size 1398681) Read failed for file: texture_library/WORLD/Villain_lairs/Rikti/Rikti_Computer_Pod.texture -1 The game ran out of memory and must now exit. If this is something on my end, I'd love to know what I could do to fix it; it's super annoying, lol.
  6. I spend a lot of time in base edit mode, and I know there have always been memory issues, but I have frequently been getting the following error: D:/CoH/piggs/stage2c.pigg: Failed memory allocation (zip'd size 195782, unzip'd size 1398683) Read failed for file: texture_library/WORLD/World_fx/sky/praetoria/prae_cloud_noon_B.texture -1 The game ran out of memory and must now exit. I changed the default sky, in case that was somehow related, but it doesn't seem to have made a difference. Hope this is helpful. Thanks! :)
  7. Given my thrilling adventures (HA) in making a sloped/dormered roof... I'd do a dance of joy if we got roofing pieces. :)
  8. I don't remember if I said this already, and it definitely shows how OCD I am about everything lining up...but I would really love a "ruler" type surface (preferably in a few different sizes). Some of the grid flooring sort of works, but it's fairly small and a lot of it doesn't line up exactly right...which makes things just a little off... *twitch*...
  9. Here's one that isn't exactly an item, but would still be great: make it so items bought/sold do not show up in System messages. Maybe they could be a separate category in case some people want to see that, but... given that items are all free, there's no reason for my SG members to get endless spam whenever I'm building. Shutting that off would be fabulous. :)
  10. Nice, I love the grandfather clock idea! Now I have something else I need to add to my build, lol.
  11. I did a quick search and didn't see this mentioned, but I've noticed the "Polished Metal Wall" and the "Stone Wall" items remain solid even in Base Edit mode. Usually all items are intangible to the player while editing, but those ones can't be passed through. Thanks!
  12. Thanks!! :D In the amount of time I spent trying to get that road to stop flickering, I probably could've leveled to 50, but let's not talk about that. LOL
  13. Between this forum and Discord, I've seen some lovely creative ideas for using items in non-standard ways. From Mega-Monitor sidewalks, to bathroom wall loading bays, to every conceivable use for the letter I, I love seeing when people find a new way to look at and use the existing pieces. So, I thought it might be fun to have a thread to capture some of these, and share them with others! (Note: This isn't meant for "look at my awesome base!" posts. Those are great, but there's already a Show-Off thread for them. This is strictly for your favorite item uses/combinations. :) ) Here's one to start: I wanted a black & yellow caution line on my pavement. I considered using alternating-colored letter I's, but then noticed the dumpsters have a caution strip on the sides. So I placed a bunch of dumpsters, then flipped them and buried them in the pavement until only the strip was sticking out.
  14. For building above/below the base where floor styles aren't an option... I've been using the various brick walls flipped on their sides. They aren't ideal, but they do have a nice old world aesthetic. If that's not the look you're going for, you can also try any of the Ley Taps under the Arcane Power tab, flipped upside down.
  15. I understand OP's point, and my husband has actually made similar comments. He's happy we have the ability to do new things, and loves all the stuff I'm finding in the new system, but he misses prestige because it gave him the sense of contributing to the supergroup base even if he wasn't doing the building. But as someone who always groups with a few family and friends, I could never do even a fraction of the things I'm doing now...and I don't mean I'd have to wait a long time to earn the prestige; I mean there is literally no way my little group could ever earn that much. So yeah, I would cry many many tears if things went back to how they were. But maybe they can find another way to implement prestige, like badges/accolades that get...I dunno, special decorative items, or the ability to get special repeatable buffs from it, or...something. :)
  16. After some experimenting last night in Discord, we determined that teleporter list order was not affected by: placement order beacon's horizontal distance from porter relative to other beacons beacon's vertical height relative to other beacons Looking at the way the lists ordered themselves, we guessed they were ordered by the date they were created, since oldest zones were largely at the top, and newest at the bottom. GM Capocollo was kind enough to check for us, and determined that was (more or less) correct; the beacons are listed in order of the zone's number in the internal database. Perez Park is internal zone number 12, Boomtown is 13, Echo: Dark Astoria is 14, Crey's Folly is 15. So, on the down side, that means we can't affect the list order other than by attaching things to different teleporters. But on the up side, at least it means no one needs to waste time messing with it to try to get it to show up differently. ;D
  17. The very first character I ever made (waaaay back in CoH pre-launch beta, lol) was dark/dark, and she's been my main ever since. The set has had its ups and downs, but I've always enjoyed it. However, since I'm a lousy number cruncher, I usually just find a suggested build that sounds good, swap out the things I find most fun, and go with it. ;D I like the idea of including the fighting pool for additional survivability, but I'm debating how I'd fit it in. Main travel power has always been fly (the concept is related to ravens, and she has wings, so...). I've usually also taken Leadership, Speed (just Hasten), and Teleportation (just Recall Friend; it's handy for team travel reasons, but I mostly take it for being able to port dead teammates close together for group rez). I'm curious whether I'd be better to drop Hasten or Leadership... or just stick with my usual pools and try to not die. ;) Thoughts?
  18. Nah, don't feel like that! First, everybody has a different style; a base doesn't have to be a free-form hand-built waterfall to be cool. But also, you never know when the way you used an object is something somebody else never thought of. There are a lot of pieces I would've never thought to use if I hadn't seen them in someone else's build first. :)
  19. Here's one I'd love for my current build: road surfaces. Or even just large flat rock surfaces like the grass plates. (I LOVE LOVE LOVE all the new rocks, but I'm trying to build a road that goes off into the distance, and finding a large and flat enough rock to sit on the far edges of the base bounds and look enough like pavement has been an adventure.) Also sand for beaches. :)
  20. I nearly cried with joy when I saw all the new options for building outside and such. So cool!! :D I'm thrilled we have the items from Manticore's mansion added; they're so pretty, and I'd love to have all the rest of them. I definitely agree that more ground types (sand, gravel, etc.) would be super helpful. And whoever mentioned enlarging the arrows to flip between tabs, yes please. The other thing I'd love (but which may not be possible) is a nudge command. When trying to get the nitpicky little details lined up (especially on very large items it's hard to zoom in on), it would be really awesome to be able to just hit an arrow key or numpad key to edge the item one unit in whichever grid size is selected. Overall, though, absolutely loving getting to play with all the stuff my little SG couldn't afford before. :)
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