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About Me

Found 51 results

  1. Just finished up leveling a Beast Kinetic mastermind, and I noticed a bug with enhancements increasing the incorrect attributes. I slotted my direwolf with SMoS, for 26.5% damage, SBA for 26.5% damage, and SBA for 53%. After diminishing returns this should work out to somewhere around 96% increased damage to its abilities. How ever, when I hover over the power in my enhancement screen it shows +62.9% damage, and +62.9% resist Damage. I thought that maybe this was a visual bug, how ever, when I compared its vicious bite damage to that of the lioness, it is indeed of a much lower value. Where as my lioness does show it has the full 96.1% damage enhanced. The lioness does get a better 5 second cooldown version of the power, so that might be why its values are that much higher. So I checked the wolves who have the same base recharge, and base damages of 21.02, and 3 seconds recharge on their vicious bite, and it shows the values of, 38.09 Lethal damage, with an enhanced damage of 81.2%. Where as the direwolf has damage of 49.46 Lethal damage, with an enhanced damage of either 96%, or according to my enhancement window, 62.9% enhanced damage. (double checked, and the direwolf version of vicious bite has a base value of 30.36, which means the damage of 49.46 is indeed being enhanced with 62.9% and not the intended 96%) Mids shows the direwolf power Terrible Howl as having a base cold damage of 37.54, and my direwolf has the power at doing 54.22 cold damage. if the base of 37.54 is multiplied by 62.9% it should be at 61.15 damage, and if its multiplied by 96% it should be at 73.58 damage. Neither of these are what its actually at. It could be that the base damage for these powers for the direwolf in mids is off, but after checking the math for both Lionness, and Wolves, the base damage in mids is correct. After further checking on the test server, it appears that Tame, and train beasts do not include the enhanced damage of your pets into the values that they show the powers doing. So who really knows if those are being enhanced properly. How ever, I do see that my direwolf is still using only 62.9% enhanced damage with vicious bite, even though it is enhanced to 96%. (Edit, the base value for Chilling Howl is 39.46 cold damage, and 3.06 cold damage DoT, and Vicious bite is 30.36 lethal damage, and 3.61 lethal DoT. These values are According to a fresh 50 MM on the test server. the Direwolf on my live MM is showing 49.46 lethal, and 5.89 Lethal DoT, which is 30.36 enhanced by 62.9%, and not 96% as it should be. Chilling Howl is at 64.27 which is enhanced by 62.9%, and not the 96% that it should be.) So I guess what it comes down to, is for what ever reason the game is pulling 95.9% enhanced damage, and splitting it into enhanced damage and damage resist, when it shouldn't be.
  2. Yesterday, I played my dark blast/electric manipulation blaster. I finished the Keith Nance arc with hunting my evil mirror self. I have Dynamo (LOVE that revamp, thanks), and so did she-- but both times I encountered the EVIL version (not the good me), she was very low (at about 25%) on Health, and I saw her taking damage from her floaters. The amount and timing seemed to indicate that she was taking damage from her Dynamo power, not healing. I dropped a note to Support, and GM Aurarius was able to confirm my suspicions, and suggested I post here. Hope this is useful.
  3. When saving color modifications of some enemies in AE, the texture breaks. In the mission, it will display certain parts of the enemy model as uncolored, textureless shapes. The color change displays correctly in the costume editor, the texture only breaks once the recolored model is saved. Changing the color of any part of the enemy breaks the textures of these parts, even if the parts that break are not changed. One example is the WarWorks BCU and ACU. Attached are images of a BCU being recolored, the missing textures appearing in the preview, and the enemy spawning without textures in the mission. The same bug occurs with the WarWalkers, and some Rikti as reported here.
  4. There are three issues with this power right now. Two are probably bugs (#1 and #3), and the second is tuning depending on the fix to #3. This defensive currently drops when you are mez'd in PvP. Minor fix. If one of the devs could also review the numbers on this ability. It seems very low for being a toggle & currently it is 5% of max hp. 5% is less than most +hp passives. Even frost protection, in the same set gives +10% hp as a passive. For comparison look at Ice Armor vs Regen. Ice Armor's tooltip doesn't show even show the absorb amount so Ive had to calculate in game (5%) absorb and not any more over time. The tooltip description implies the absorb builds over time but it doesnt. This just adds to the poor ranking of ice armor.
  5. For those who haven't seen yet we got a treasure trove of fun data today about all the AT's and combos. One set I have always loved thematically, and was very excited when homecoming launched was some changes to the set for Sentinels. Can't say I was surprised that Ice Armor was the least seen defensive set at 50 especially when compared to the top 3 and Ice Armor being near the bottom with every AT it is available to, but I do still feel like it would go a long way if this bug with Frigid Shield was addressed making ice armor more attractive to Sentinels.
  6. Horrible Game Breaking Design Flaw - Protector Bots first shields Everything and only then Caster - reason found! The reason of this has been found, and since that requesting IMMEDIATE fix (as We're always Nice n.n, so Fix it #RITENOW!!! Protector Bots first shields literally EVERYTHING - Other Bots, Seeker Drones, Acid Mortars, Incarnate Pets, the Demon, the Devil (also the whole list down)..., gracefully ignoring the only thing - its owner. It has been known for so long time, and now l looked in Dev files and found the actual reason of this Atrocious, Horrendous, Horrid code error: It's located in "%CoHDevSourceFilesFolder%\coh-server-original-master\MapServer\ai\entaiCritterActivityCombat.c" 1835 Entity* aiCritterFindTeammateInNeed(Entity* e, AIVars *ai, F32 range, AIPowerInfo* info, int targetType) 1836 { 1837 Entity* weakest=NULL, *myowner; 1838 F32 dHP; 1839 F32 weakestdHP=0; 1840 F32 rangeSQR = range*range; 1841 F32 distSQR; 1842 1843 // myowner only allows owner as target. This section tries to buff teammates 1844 // the following section, targets the owner. it is after so that it can replace the teammates 1845 if(ai->teamMemberInfo.team && (targetType != kTargetType_MyOwner) && (targetType != kTargetType_MyCreator)){ 1846 AITeamMemberInfo* member; 1847 S32 isTitan = ai->brain.type == AI_BRAIN_MALTA_HERCULES_TITAN; 1848 1849 for(member = ai->teamMemberInfo.team->members.list; member; member = member->next){ 1850 // valid ents to buff are entities that aren't self and alive. 1851 // targettype_mypet requires that the ent is a pet 1852 Entity *entMember = member->entity; 1853 int isValidEnt = (entMember != e) && (entMember->pchar->attrCur.fHitPoints > 0); 1854 if (targetType == kTargetType_MyPet) 1855 { 1856 isValidEnt &= (entMember->erOwner == erGetRef(e)); 1857 } 1858 else if (targetType == kTargetType_MyCreation) 1859 { 1860 isValidEnt &= (entMember->erCreator == erGetRef(e)); 1861 } 1862 if(isValidEnt){ 1863 AttribMod *pmod; 1864 AttribModListIter iter; 1865 bool bActive=false; 1866 const BasePower *ppowBase = info ? info->power->ppowBase : NULL; 1867 1868 if(isTitan){ 1869 AIVars* aiMember = ENTAI(entMember); 1870 1871 if(aiMember->brain.type != AI_BRAIN_MALTA_HERCULES_TITAN){ 1872 continue; 1873 } 1874 } 1875 1876 if(info) 1877 { 1878 if(!aiPowerTargetAllowed(e, info, entMember, true)) 1879 continue; 1880 } 1881 1882 1883 if(info && !(info->groupFlags & AI_POWERGROUP_HEAL_ALLY)) 1884 { 1885 EntityRef myRef = erGetRef(e); 1886 pmod = modlist_GetFirstMod(&iter, &entMember->pchar->listMod); 1887 while(pmod!=NULL){ 1888 if(pmod->ptemplate->ppowBase==ppowBase && pmod->erSource == myRef){ 1889 bActive=true; 1890 break; 1891 } 1892 pmod = modlist_GetNextMod(&iter); 1893 } 1894 } 1895 1896 if(bActive) 1897 continue; 1898 1899 distSQR = distance3Squared(ENTPOS(e), ENTPOS(entMember)); 1900 if (distSQR <= rangeSQR) { 1901 dHP = entMember->pchar->attrMax.fHitPoints - entMember->pchar->attrCur.fHitPoints; 1902 // Prefer weak members, otherwise prefer those in melee, 1/X chance of just skipping a guy, so that not everyone heals/buffs the same guy 1903 if (!weakest || rand()%3 && (dHP > weakestdHP || (dHP == weakestdHP && ABS_TIME_SINCE(ENTAI(member->entity)->time.wasAttacked) < SEC_TO_ABS(5)))) { 1904 weakest = entMember; 1905 weakestdHP = dHP; 1906 } 1907 } 1908 } 1909 } 1910 } 1911 if ((targetType != kTargetType_MyPet) && (targetType != kTargetType_MyCreation)) 1912 { 1913 EntityRef owner = targetType == kTargetType_MyCreator ? e->erCreator : e->erOwner; 1914 if(owner && (myowner = erGetEnt(owner))) 1915 { 1916 AttribMod *pmod; 1917 AttribModListIter iter; 1918 bool bActive=false; 1919 const BasePower *ppowBase = info ? info->power->ppowBase : NULL; 1920 1921 if(info && !(info->groupFlags & AI_POWERGROUP_HEAL_ALLY)) 1922 { 1923 pmod = modlist_GetFirstMod(&iter, &myowner->pchar->listMod); 1924 while(pmod!=NULL){ 1925 if(pmod->ptemplate->ppowBase==ppowBase){ 1926 bActive=true; 1927 break; 1928 } 1929 pmod = modlist_GetNextMod(&iter); 1930 } 1931 } 1932 1933 distSQR = distance3Squared(ENTPOS(e), ENTPOS(myowner)); 1934 if (!bActive && distSQR <= rangeSQR) { 1935 dHP = myowner->pchar->attrMax.fHitPoints - myowner->pchar->attrCur.fHitPoints; 1936 // Prefer weak members, otherwise prefer those in melee, 1/X chance of just skipping a guy, so that not everyone heals/buffs the same guy 1937 if (!weakest || rand()%3 && (dHP > weakestdHP || (dHP == weakestdHP && ABS_TIME_SINCE(ENTAI(myowner)->time.wasAttacked) < SEC_TO_ABS(5)))) { 1938 weakest = myowner; 1939 weakestdHP = dHP; 1940 } 1941 } 1942 } 1943 } 1944 return weakest; 1945 } This function consists of 2 main subroutines - one starts at #1845 and ends at #1910 and another starts at #1911 and ends at #1943. First of them searches all targets those need the buff except for the Owner, and another one looks at the Owner. Problem is - the value "weakest" will likely be non-zero at the moment it gets to the second subroutine, and as it's coded now it won't be overwritten thus it results that Owner gets support from the pets from the LAST order, when it should be receiving buff in the FIRST order, otherwise the robots are a junk that worth only recycling. Thea'z "positronic matrix" salvage in game, so robots shud obey laws of robotics, first of which is NOT TO LET THEIR CREATOR BE HURT (2nd is obey the Creator), and only 3rd of which is NOT TO LET THEMSELVES BE HURT. Yet robots those're in game put the 3rd law above the 1st, which's total blastheadness in its crystallic solid form. Interesting to note that according to how it's coded if your character has LOW HP, the robot may prefer shield the character over other pets, you can test it on live, do major injury to yourself, then summon protector bots, they may shield you first at that case. In order to fix it Devs need to swap these subroutine places. In my experimenting on private server it did the trick. Also it's possible to make even stronger assumption, for instance if do this: 1937 if (!weakest || rand()%3 && (dHP > weakestdHP || (dHP == weakestdHP && ABS_TIME_SINCE(ENTAI(myowner)->time.wasAttacked) < SEC_TO_ABS(5)))) { replace to 1937 if (!weakest || (dHP > weakestdHP) || (dHP == weakestdHP) ) { (it's what l have on private server) then the need of buffing the Owner will be stronger, and the other members will be buffed only when they have Higher HP delta (maxHP-currentHP) than the owner (or special effect is unable to be cast onto owner, bots for instance have NOT lost ability to cast shield on other robot after this replacement FYI). If completely skip the string: 1937 if ( true ) { Then the Owner will be buffed/healed even when he (or Nice Beautiful She, or Our Imperial Majesty) has 70% of maximum HP, when there might be teammates with 10 HP and they won't receive the buff/heal that would otherwise save their lives. So it's double edged sword... But what is clear is that it IS a bug that bots cast FF on Owner in the last order, and it IS to be fixed, and it IS to be fixed this instant. It's the Merry Christmas, so letz be nice & fix it now!!! 😊
  7. Has anyone else had issues with Malta Sappers not being credited towards the new running on empty defeat 200 Malta Sappers badge in Ouro arcs? I defeated over 30 in a Black Scorpion arc through Ouro and zero were credited towards the badge.
  8. I went to check which character someone was on, that I was chatting with in a global channel. I clicked their name, hit "Get Local Name", and got back: This persisted for every attempt I did, including for other people. I then manually ran /getlocalname THEIRGLOBALNAME, and it worked. And now, the click option's working, too. Not sure what caused it to break like that, but figured it's worth putting in the bug report, in case it happens to other people.
  9. I'm running CoH 64-bit using Island Rum on Catalina on a 21.5 iMac. Issue is new - within the last 24 hours. Island Rum no longer actually launches the game. It seems to think it is doing so - If I have "Close after game launch" set in the Options menu then pushing the button to launch the game will close Island Rum after a small delay. If "Close after game launch" is off I can tell when it's given up because the green checkmark disappears after a few seconds. No known updates/installations that would have caused this. At one point it opened an Xquartz window that said a default had changed. I didn't write it down at the time and haven't been able to get it to open Xquartz again. I've tried the Re-Scan option - no dice. Can anyone else on 64-bit chime in letting me know if their game is working? And more generally, does anyone have any ideas on getting it running again? It seems likely I'm back to "full uninstall/reinstall" but I'd rather save that for last if there are faster solutions to try out first.
  10. ***Tested on Catalina So I decided to test out dual boxing real quick and ran into an interesting issue. Making sure to have the appropriate setting checked, I double clicked the Play button (because it works that way) and waited for the first one to load. It didn't let me interact right away as I had to manually bring it to focus (it appeared to be waiting for the other instance to fully launch). Finally, it let me login and load an alt. Went to launch my 2nd account and even WITH the window in focus, it won't let me do ANYTHING except click things or delete the contents of the input boxes. It absolutely refused new input. I tried launching them one at a time, no change. I tried launching two different Types of games (Beta, Pre, Live) and That worked fine, even though I clicked them right after another. I then tried launching one account and waited until it was fully in the game before launching a second instance and absolutely no issue. Takeaway: One at a time and WAIT until you get to the Map before launching another instance. Thoughts behind the issue: I 'think' the game/emu doesn't like the same actual file being accessed like this for some reason. The different game type test likely worked because (I believe) they're using separate application files, so less likely to confuse the variables in memory. Again, a guess.
  11. My character, Mara, is a Praetorian. When she reached level 14, Calvin Scott became her active contact. Instead of introducing her to Crow, he gave her his mission arc. It turns out his story arc involves killing Crow. As soon as she accepted Scott's mission, Crow's and Dr. Helix's story arc became inaccessible. I thought I had an easy fix for Mara. I got her level up to 22, ask someone to open Ouroboros Portal. It's not working. The portal said that it rejects her. Come on! I know she has done many dirty/questionable things, but she is level 22. Why would it bar her from entering? Later I realized her supergroup has a Pillar of Ice and Flame. How stupid I am. She ran the story arc, completed her first mission, and then got stuck. Because she is a loyalist, the resistance gate will not open and let her speak with Crow. She didn't have his number at that time. I guess her last option is to ask one of her supergroup members. That member must belong to the resistance group and roughly at the same level as Mara, or higher. Let us imagine this. A loyalist is asking her colleagues if they are a resistance member. If they are, they will bring her into their hideout deep underground. I hope this is going well for her. If anyone has a better solution, please let me know. Thank you.
  12. controllers patron power from mace mastery scorpion shield cant be enhanced with resist IO sets even though it gives toxic resist, if it gives a resist shouldn't you be able to enhance the resist? also controllers epic pool from stone mastery earth's embrace gives toxic resist as well and can be enhanced with resist sets, they both give the same resist yet one cant be enhanced why is this? this seems like a bug to me
  13. more specifically when you use Genomic Evolution with Offensive Adaption it is supposed to give you a range bonus and it does not, I tested the other two adaptations and the auto power works fine with them according to Mids its supposed to give you around an 15% range bonus but it gives nothing in the combat attributes (and yes i for sure have the auto power that gives the ranged buff i triple checked) these screenshots are from the beta x64 server if that matters i was trying to get max range possible for fun based on a Mids build I did
  14. The second mission from Talos contact Andrea Mitchell is "Defeat Lead Cultist, His Coven" (banished pantheon). The mission briefing tells you explicitly that you will need a team with at least 2 players. There are 2 chests, in different rooms, that have to be clicked simultaneously. Or at least, that was the design, and how it was on Live. But when I just did the mission, a single person needed to click one chest, and that part of mission was complete. I can understand if a few bugs have crept in, but I really don't like it if that mission was intentionally dumbed-down to be soloable. We did this on the Torchbearer server, and there are plenty of players around with whom to form a team. If it's a bug, I hope the staff will eventually fix it. With unpaid volunteers, I can't really complain. We have a LOT that works. 🙂
  15. I am not sure if this has been posted before or if it is an actual bug... I have slotted a few low level Invention: Recharge Reduction enhancements (level 10 and 15, I'm low level what of it! :p) and the percentages seem to be off or I am not understanding how they work. I currently have 3 rank 15's slotted in the Chronos power, each of which give a reduction of 19.2%. While the total percentage showing on the pop-up tool-tip is 57.6% the 90 second cool down is changed to be only 57.11 seconds which is a reduction of 36.5% I have noticed the same with the rank 10's which are 11.7% and 3 of them only lowered the power to 66 seconds when the tool tip showed the percentage reduction as 35.1 it should have been 58.4 seconds. This is the only type so far that I have noticed that the tool tip percentage did not match the actual reduction. I have a few damage and accuracy ones slotted in my offensive powers and those numbers match the percentages shown in the tool tips. As well as the the 3 rank 15 DO's I have slotted in stamina recovery show the correct increase for the percentage shown. I remember from a long time ago that there was diminishing returns on the enhancements but the tool tip usually indicated that the percentage was different as you slot more of the same type. That may be what's happening here but I am unsure due to other enhancements don't seem to be affected or are showing the correct info on the tool tip.
  16. 331

    Double Twinshot

    While doing the "Meet the Gang" mission from Twinshot, I came across a bug of some sort towards the end of the mission. I was heading from the 3rd floor of the map to the first floor to help Grym fight the Arachnos, with Twinshot, Flamebaux, and Dillo following me. They dragged a bit behind since I was using super speed so they didn't arrive until close to the enemy being defeated. When the enemy was defeated, the next step was for me to speak to Twinshot, when I was about to talk to the original Twinshot NPC that was following me, another Twinshot spawned at that time. Has this happen to any else? I reported it, but the GMs say it's the first they have heard of it. Here's a screenshot from my mission.
  17. So some discussion concerning the CoX RNG had me dig out my chat logs and look for everything that was "rolled a" and check the RNG seeding. With 208,000 samples (as I didn't consistently log chat), I saw the attached results, when every number's decimal portion is truncated (so 19.2 -> 19, 0.02 -> 0, and 100.0 which happens sometimes -> 100; that's why the 100 bucket is so odd). There appears to be a subtle but definitely present bias in the City RNG toward high values. The graph of the 1% buckets: And I've attached the excel worksheet with my data. I generated it with grep 'rolled a ' chatlog\ 20* | sed -E 's/.*rolled a ([0-9]+[.][0-9]*).*/\1/' | awk -F. '{ print $1 }' | sort | uniq -c But this isn't especially difficult to do and I expect any similar piece of code would suffice. RNG.xlsx
  18. i26 Unbindall (Keybindreset) I use it like it's an attack in the chain. A How to Recover Guide. by qwy Preamble Personally, I've found using them often means never really needing them. If you're unfamiliar they wipe your active (Client managed) bind file clean. It's all gone. No more binds you had a hand in. No option for recovering them. They have ceased to be. It probably sounds like I was being facetious with the title and first sentence. I wasn't. Commands adside, the result of a glitch, a hiccup loading a bind or even certain input errors can result in the same end effect. I used to use a popular movement based bind set that is constantly loading files. Often, as things started heating up, BOOM! Bindload misfire! Heavily modded keys, all make with the bye bye. Around the 112thteen time, is when I first met unbindall, our eye caught each other across a busy cmdlist. I knew right away, I was on a road to recovery. Of healing. We got pretty serious, right away. I learned some hard lessons in the beginning but, I kept looking for excuses to get together. Peppering bind files with it like a love struck middleschooler, defacing a textbook with the name of their first crush. The most meaningful of which is a reset on every alt, I hit constantly. The more I'd hit it the fewer problems I'd have. This is typically how I turn off ninja sprint or, beast surge, I can't even remember the last time I even had a problem. Unbindall is the wind that gives my alts wings, their license to soar. Example CTRL+R "up 0$$down 0$$forward 0$$backward 0$$left 0$$right 0$$camreset$$unbindall$$bindloadfilesilent @/Global.txt$$bindloadfilesilent @/Rojas/General.txt$$bindloadfilesilent @/1/A.txt$$bindloadfile @/Rojas/1/A/1.txt" 1. The First Step Without a few ducks lined up, ahead of time, this command is a bad day, waiting to happen. There's a lot of heads on this hydra. It's a little hard sticking to a single step and have it provide an actual value, on its own. I'm going to bounce around two key points with this and, recovery methods are going to get the most stage time. The second especially if, like me, you've got mad altoholism, is ongoing to be an evolution. It's certainly, the most daunting step, cultivating a global bind profile. If you just have a couple of characters and playing at lower levels, it's not important yet although, the concepts here will help you save and recover just as well. In all scenarios, knowing what's on the active file, what you actually want on it, what should be accessible to all alts, what the current character needs are, where the hell are all these files and how you're going to get them where they need to be, is a long road but it starts with knowing what you already have. That's where bindsave comes in. 2. Active, original and default files AKA Keybind.txt and the spectors. Even if you just have one main, getting familiar with some of the inner workings isn't a bad idea, if you've got a lot of advanced level alts, a global bind profile is a really good idea. A hot of the presses copy of the original bind file is a great start. That puts backing up your current active files on the table and of course, methods to back up and load. so, let's start by getting the client interface tools involved. Part way through, we're jumping on the fast track for a comparative argument on the value of this guide. We need to backup the active file and to get a fresh copy of the original file. We can't actually see either, only copies that are first, parsed in an order that's based on numerical values of key ID. More on that later. The one file we can see, is Keybind.txt, aka the default file. There seems to be an artifact of a default version of this file we can't see. It occasionally loads, onselect, of the big dropdown. It might not happen here however, check the work, along the way. It's not a problem these steps won't overcome, incidentally. Keybinds.txt is a long-term committed. love triangle with /bindsave and /bindload. Those commands are almost short enough to be a viable recovery plan using a slashcommand. For one alt, anyway. Navigate to the root of your installation folder. If you're having trouble, search for cityofheroes.exe, it's in the folder we want. Once you find it, copy and paste it right in the root, there. It might not be important, I actually don't even care what's on it. You might later, so, if that happens, there it is. If you're feeling confident, login an established alt, with lots of work done, or, for the less confident, there should be some of your influence on a new characters bind file if you want to roll a new one. If you're not sure, enter the following bind in to chat. Change CTRL+' , if you already have something on that it. 2.1 Test bind /bind CTRL+' "t $name, I'm a copy of the active file" In all cases, we have our copy of the root, we're logged in on a character, known to have an altered bind, let's save over the keybind.txt. Within the client, navigate to the option menu's, keymapping tab, and hit the top-right, blue button, "save to default". Go back to the game folder and copy and paste it again. Open up the copy, make sure you're seeing what you expected to see. The bind above should be on the second line, if you used it. So, "save to default", and, "load from default" are keybinds.txt's side pieces. Renaming the file between saves, you could backup all your toons this way. I wouldn't but, you get the idea. On left side of the keymapping tab, is the big dropdown, I mentioned, you could set it to original, hit save to default, go back to the folder, change the name of keybind.txt to global.txt, (this is that thing I keep talking about.) change the name of the copy we made before this one, back to keybinds.txt, navigate back to the options Keymapping tab and hit the second from top blue buttons or, just run this. 2.2 Back on the fast track /bindsave$$unbindall$$bindsavefile KeybindsNEW.txt$$bindload In fact, we could of skipped this whole thing with; 2.3 The step skipper /bindsavefile c:/CoH/UnbindBackup/Active.txt$$unbindall$$bindsavefile c:/CoH/UnbindBackup/OG-Fresh.txt$$bindload$$bindsavefile c:/CoH/UnbindBackup/OG-Root.txt$$bindloadfile c:/CoH/UnbindBackup/Active.txt The point was, to put in to perspective the difference between commands ready to trigger vs, relying on the interface alone. The keymapping tab's dropdown should probably stay on default however, the deeper down this rabbit hole, the less important the entire tab becomes. The command finished all the heavy lifting. The original copy was made and your active binds have been restored. Let's take a quick look at the new file. It should be in a folder named data with keybind.txt. Although, If you haven't already made a data folder, you don't have one. Make one now, it's good. Unnecessary here but, I'll have more on that in future guides. After you generated the data folder, before opening it, go to the piggs folder. Inside is KeybindsNEW.txt. Move it to the data folder and get familiar with it, before adding to it. Ideally, it grows into something useful for all your toons but, in those catastrophic moments, your binds are going to be down anyway, and this guide is about getting them back. Getting back on track, it's a catastrophe, your binds are down, this file, as it is now, those are the binds in play. Having had that bird's eye view, adds a bit of calm to the situation. Opposed to having your team watch you autorun, full frontal leeerroooyy style, in to the AV, while you're navigating to the blue buttons, let's take a look at some other options. 3. Back to the catastrophe The first thing we need is some backups. However, we're going to skip that for the time being. Ideally, they're created with commands, that can easily exceed the chat character limit. This brings popmenu's and custom.windows in to play. So, keep that in mind as we cover the restore options, below and, grab the commands for save and load, that suit you. With that, partly, out of the way, here are the choices; the big blue buttons, slashcommands, macros, popmenus and custom.windows. 3.1 Macros If they're already in your tray, it's fixed, game on! Otherwise, you'll have to get them there. Relative Path /macroimage "TalonsOfVengeance_MorbidCut" "SuperflySnuka" "camreset$$unbindall$$bindloadfilesilent Binds/global.txt$$bindloadfilesilent Binds/AT/general.txt$$bindloadfilesilent Backups/XXXX/binds.txt" Absolute Path /macroimage "TalonsOfVengeance_MorbidCut" "SuperflySnuka" "camreset$$unbindall$$bindloadfilesilent c:/CoX/Binds/global.txt$$bindloadfilesilent c:/CoX/Binds/AT/general.txt$$bindloadfilesilent c:/CoX/XXXX/general.txt$$bindloadfile c:/CoX/XXXX/build2binds.txt" /macroimage "TalonsOfVengeance_MorbidCut" "Custom Window" "customwindowtoggle ." /macroimage "TalonsOfVengeance_MorbidCut" "my pop" "popmenu NameOfWindow" The first one works for a basic global environment. It grabs the global bind file, a bind file, unique to that AT and another one unique to the active environment (build, interface or play style) Edited for your situation, it's like nothing even happened. The other two, just move the situation to step 2. Without the legwork upfront, none of them excel. 3.2 Popmenu - and, why not? 2.1 True, the bindload option requires a reboot. But, if you command the command to command chat to write the command... Relative Path: Option "Recover" <&show chat$$beginchat /"chatloadfile Backups/XXXX/chat.txt$$optionloadfile Backups/XXXX/options.txt$$wdwloadfile Backups/XXXX/wdw.txt$$bindloadfile Binds/global.txt$$bindloadfile Binds/AT/general.txt$$bindloadfile Backups/XXXX/binds.txt"&> Option "Bu&tton Machine" "show chat$$beginchat /bindloadfile binds/Macros.txt" --- Absolute Path: Option "Recover" <&show chat$$beginchat /"chatloadfile c:/CoX/XXXX/chat.txt$$optionloadfile c:/CoX/XXXX/options.txt$$wdwloadfile c:/CoX/XXXX/wdw.txt$$bindloadfile c:/CoX/Binds/global.txt$$bindloadfile c:/CoX/Binds/AT/general.txt$$bindloadfile c:/CoX/XXXX/binds.txt"&> Option "Bu&tton Machine" "show chat$$beginchat /bindloadfile c:/CoX/binds/Macros.txt" ...and, press enter. Voila! The first option loads the window preferences, chat setup, options settings and the 3 bind files for the global scenario I mentioned above. With the character limit raised, we're far from having to worry about command lengths. The second, a macro button machine file (patent pending). WIth this idea, once this file is loaded, the keys will generate macros that perform whatever variety of commands you can think of. Here's an example. 1 macroimage Brawling_ComboLevel1 Melee "powexectray 2 5$$gototray 9$$bindloadfilesilent @/!/152.txt" 3 macroimage Brawling_ComboLevel3 Range "powexectray 1 5$$gototray 9$$bindloadfilesilent @/!/352.txt" Q "macroimage TalonsOfVengeance_MorbidCut Q targetcustomnext enemy Quantum" E "macroimage v_archetypeicon_stalker E beginchat /bind E targetcustomnext notteammate notmypet base " Example macros were readily available for cut and paste. they're kind of useless here 2.2 Popmenu/sub menu Here's an example submenu with a reset macro to restore individual alts? Menu "Oh yes" { Divider Title "- There Here-" Title "The Dream Team is Here" Divider Divider Option "Super Fly Snuka" <&macroimage TalonsOfVengeance_MorbidCut "Super fly" "bindloadfilesilent @/Global.txt$$bindloadfilesilent @/Snuks/General.txt$$bindloadfilesilent @/Snuks/RelevantPathStuff/binds.txt"&> Option "Jack the Snake" <&macroimage TalonsOfVengeance_MorbidCut "Jake the Snake" "bindloadfilesilent @/Global.txt$$bindloadfilesilent @/Snakie/General.txt$$bindloadfilesilent @/Snakie/RelevantPathStuff/binds.txt"&> Option "Iron Shiek" <&macroimage TalonsOfVengeance_MorbidCut "Iron Shiek" "bindloadfilesilent @/Global.txt$$bindloadfilesilent @/Shiknessest/General.txt$$bindloadfilesilent @/Shiknessest/RelevantPathStuff/binds.txt"&> Divider } In all cases, access to a popmenu, is going to need a non-bind solution to make it pop (Read, Macro). With the potential of hotkeys though, once it's open, it's got a bunch of potential to help keep you alive until binds are back up. Either way, not a bad option to keep in your back pocket. 3.3 custom.window By far, the best choice, in this particular circumstance, in my opinion. No need to look for it, no confusing it with something else and depending on a couple of other factors, a character limit, well above anything we'd want here. Window . 0 0 100 150 Button "" "" Button Apps "macro_image GenericPower_AutoOverlay APPS popmenu APPS" Button "" "" Button ToonLaunch3000 "" Button Relative "unbindall$$bindloadfilesilent XXXX/global.txt$$chatloadfile XXXX/chat.txt$$optionloadfile XXXX/options.txt$$wdwloadfile XXXX/wdw.txt$$bindloadfilesilent Binds/AT/XXXX.txt$$bindloadfilesilent XXXX/General.txt$$bindloadfilesilent XXXX/build1binds.txt" Button "" "" Button "" "" Button Absolute "unbindall$$bindloadfilesilent c./CoX/XXXX/global.txt$$chatloadfile c./CoX/XXXX/chat.txt$$optionloadfile c./CoX/XXXX/options.txt$$wdwloadfile c./CoX/XXXX/wdw.txt$$bindloadfilesilent c./CoX/Binds/AT/XXXX.txt$$bindloadfilesilent c./CoX/XXXX/General.txt$$bindloadfilesilent c./CoX/XXXX/build1binds.txt" Button --- "" Button Macros "" Button "Super Fly Snuka" <&macroimage TalonsOfVengeance_MorbidCut "Super fly" "bindloadfilesilent @/Global.txt$$bindloadfilesilent @/Snuks/General.txt$$bindloadfilesilent @/Snuks/RelevantPathStuff/binds.txt"&> Button --- "" Button "" "" Open 0 End Example: Snipped from custom.window. Yea, I named it, ".". 4. Adding the ability to use Custom and Pop menus The stickied guides for adding these menus are great! Easy to understand and the options themselves, won't require as many steps as I've got here. I've got a lot to learn. I'm more inclined to experiment. Blowing up stuff is more fun than documenting an explosion. I've really got a lot to learn... Check out those guides, if you haven't. Then, set yourself up with a couple of options to restore. 5. Generating the backups to load So, the commands that save are the same as the ones to load, the only difference, is the actual word, "save" and "load". Once you've decided which option you'd like to use, edit the paths, "XXXX" as the character name and make a copy of it. From there, change the, "loads" to, "save" or the, "saves" to, "load", leaving you with a matched set. Don't forget to save after big changes, high holidays and on leap years. Get a real text editor, if you don't have one and lookout for future guides, exploring the potential of file managed, global profiles. 6. Anti-climatic conclusion and... unbindall, the reason it hasn't stomped out my spirit? Combined with a following bindload, or series of bindloads, in a single command, they all happen around the same time. You always want to write them in the order you want to execute. Consider the last string in section 2, there would have been no need to go to the install folder at all, it generates an archive folder and saves the active bind file, unbinds everything and saves a copy of it in the new folder, and uploads the original keybind.txt and saves a copy to the new folder and than loads the original active bind file like nothing even happened. As I was writing this out, I decided to test what would happen if I shuffled the order, some of the results were unexpected so, it never hurts to test things under controlled environments. Ultimately, the first pass was the plan I was trying to execute and in that order, it did exactly that. Disclaimer If any additions, corrections, errors or elaboration stand out, let me know. If anyone recognizes work that should be contributed to another author, I'm more than happy to remove, extend credit or take whatever steps are appropriate to remedy the situation. Hope this is helpful.
  19. Somehow the effect of Bitter Freeze Ray from Ice Blast got changed from the expected chunk of ice to one of the electric ball holds. This happened after I had been playing a new electric/electric corruptor in case that has anything to do with it. The ordinary Freeze Ray still displays the ice as expected.
  20. I noticed a bug within the island of Peregrine where the Parking lot (near the portal) has limited/non-regulation access. Hope this can get fixed because it would be a huge help to the pedestrians in the area! Here is a link to the image https://imgur.com/gallery/9UlCuWj
  21. Even though the power description says KD, the mag of the power changes as you level and at level 33 breaks .90 which turns it into KB. Suspect this is a bug as no other KD power changes mag as you level like this that I am aware of.
  22. Updated today, and now my mouse camera controls no longer work. I've tried updating drivers, reinstalling the game, restarting my computer, swapping keybinds around, ect. No change what so ever. The mouse buttons still work for interacting with everything, I just can't turn without using the keyboard. I'm kind of at a loss here for what else to do.
  23. I looked and didn't see anything directly related, so I will make a thread about my bane of existence on Homecoming, or as I like to call it: The league bug. Leagues are typically formed for Hamidon raids, Rikti mothership raids, and Incarnate Trials. Most typically, the raid or trial leader will invite people as they come, and then organize them into teams later. It is easier for the raid or trial leader, quicker, and the raid or trial leader won't receive a tell from the player asking why he or she hasn't been invited yet. However, if you invite someone to join your league who isn't already on a team, the game sometimes (seemingly at random), won't actually place the player in a team. The league window will show that player in the team, but if that player opens his or her team window, that player will see that he or she is not actually on a team. Global friends can also apparently see that that person is not actually on a team. There is no way for the league leader to know however, unless that person realizes it and mentions it to the league leader. The ramifications for the league bug don't impact Hamidon raids. The league bug definitely hits it, but few people notice because you actually don't need to be on a league to get your rewards from Hamidon raids. You only need to get in your attack chain. The real problems are with Rikti mothership raids and Incarnate trials. People show as on a team in the league window, but actually aren't. If that person is on a level 40 Controller, they're not being sidekicked up to level 49. Up against level 54 Rikti, that is one very dead level 40 Controller. In addition, those affected by the league bug in Rikti mothership raids don't get full Vanguard merits. There have been many Rikti mothership raids where, at level 50+1, I would only get 550 - 700 Vanguard merits where most on the raid got double that. Why? Because the game only counted the Rikti I personally damaged, not the others that the league window showed were on my team, as I was not actually on a team. I also strongly suspect that the league bug is the root cause for people being booted from locked league teams in Incarnate trials. League leaders are locking teams, but some people are not actually teamed despite the league window showing otherwise. Once the trial starts, those who aren't actually teamed are booted because the team they are supposed to be on is locked. The only thing I can think of that can get around the league bug is to form teams the old fashioned way. Once people have set teams of eight players, then, and only then, form the league. I do not recall this bug before sunset, and I routinely lead Rikti mothership raids and was a team lead in Hamidon raids. I would really greatly appreciate it if it was looked into.
  24. Not sure if this was mentioned already, couldn't find it anyway. When at the trainer and choosing a title to set, the preview is too dark to see what it will look like. In the image I've chosen 2 additional titles for the name, but they are hardly visible in the preview.
  25. I already advertised this publicly in a different forum, so I might as well make an official bug report out of it. The Superior Defender's Bastion has 18.5% recharge enhancement, just like the regular Defender's Bastion. The superior version should be 25% stronger (23.1875%). Sorry proc lovers.
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