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Report Costume Issues Here


Naomi
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On 11/5/2021 at 8:02 AM, Sn0w said:

Hello there, sorry for me aproximative englich, this is not me first language.

costume bug :

Balster: Dual Gun-Tactical Arow

Either one of the dual guns, is not seen, or the bow, there is a conflict somewhere.

Sans titre.png

 

Hello, I come back to my previous concern. There is also a problem with the "Rad-X" pistols maybe it is related? also, while I'm there, there is a problem with the back, "spider mec" for the characters, not arachnos, thank you

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The Problem:
Arachnos Soldier VEAT characters on their initial uniform costume cannot choose to go without a crab backpack.

 

The Back category has options for standard and customizable crab spider backpacks, but no option to go without one.  It shouldn't even be present unless the character is promoted to Crab Spider Soldier.

image.thumb.png.83e35a9f54a30b24b95742dbb7b25c99.png

 

image.thumb.png.a217ec3750afc2cdffe46f34a3aa709c.png

 

The "Bane & Crab" option correctly allows for "None" to be selected in the back category.
image.thumb.png.f1503234e93cb45c3e39dca145467c65.png

 

Unfortunately, it seems that Bane/Crab Epic Archetype option has both a "Back" category and a "Crab Backpack" category.  Unless promoted to Crab Spider Soldier, the "Crab Backpack" category shouldn't be present at all.  If promoted to Crab Spider Soldier, it should be the only one of the two present.

image.thumb.png.5e18f66a28a921e1c33d52c29fb7635a.png

Correction on this last pic's caption: The "Crab Backpack" option should only be present if promoted to Crab Spider Soldier.  Bane Spider Soldiers and un-promoted Soldiers should not see it.

 

What this currently means is that All Arachnos Soldier VEAT characters who aren't using the Bane/Crab type are being forced to wear crab backpacks, regardless of their promotion or lack thereof.  Those using the Bane/Crab option may be able to avoid getting a Crab pack forced on them, so long as they select the Back option after selecting something in the "Crab Backpack" slot.

 

Further testing shows that this happens for Female and Huge Arachnos Soldier VEATs as well, with the same conditions for reproduction.

 

All images above were taken directly from character creation for an Arachnos VEAT character.  They have been cropped in the interest of space and had text and indicators added to explain the issue.  No other alterations have been made.

What should be happening:

Arachnos Soldier VEAT characters should have no options for backpacks under the "Wolf" and "Wolf & Helm" Epic Archetype Options.  They have Cape options instead.

Under the "Bane/Crab" option, they should have the full range of Back options - None, Standard Issue, Standard issue & Cape, Custom, Custom & Cape.  They do not have the Cape option (to prevent them from wearing two capes - one attached to their armor and one attached to their small spider pack).

 

Arachnos Soldier VEAT characters who have promoted to Crab Spider Soldier (and only those who have promoted to Crab Spider Soldier) should not have a Back or Cape option at all regardless of Epic Archetype choice, but instead have a "Crab Backpack" option instead.  This option only has two choices - Standard Issue and Custom, and no option to remove the Crab Backpack at all (since it's required for their attack animations).

Those who promote to Bane Spider keep their existing costume options for this costume, unchanged.

 

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  • 2 weeks later

Bug report for "Liquefy" in the Sonic Resonance power-set:

 

For all color customization options, for both Bright and Dark and alternate casting animations, the puddles/ripples and soundwaves aren't receiving palette changes.

 

The bug occurs for Controller, Corruptor, Defender, and Mastermind.

 

First image is an example of Bright Sonic Resonance colored pink:

 

F4EO3f5.png

The puddles/ripples and waves after the projectile are of the default power-set coloration, as seen in the following image:

j04FyvX.png

Edited by Dawnbr3ak3r925
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  • 2 weeks later

Another one for the Arachnos Soldier VEAT

 

When using no helmet options the character loses the option to customizing boots. The [Wolf and Helm] & [Crab/Bane] options, there's no problem.

2126865390_Screenshot(148).thumb.png.1597fbc8d46d43c31710b3ece9c3b4d2.png

But...

1985361331_Screenshot(149).thumb.png.44fb37436d9fa7670ca04bf5ebd469c7.png

 

At a guess it's because the non helmet options add a multitude of head options that are basically "pushing" the boots options further than it'll display, since you can change your boot color through linking your costume colors

1621672836_Screenshot(151).thumb.png.d407d7120c91d25e89fdef4cb2748cca.png

 

It applies to any character customizer (Creation, Tailor, and Trainer), regardless body type.

 

Edits were made to the images to reduce filesize and to indicate the issue.

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These Fire and Ice weapons man...

 

Huge > Weapons (Dual Blades) > Left Blade

 

For Huge characters, the Left Blade for Dual Blades lists "Fire and Ice Sword - Elemental" as "Fire and Ice 2" despite using the correct name for the Right Blade. 

1701172794_DualBladesFaI2.thumb.PNG.efd79d3365738d57c899b54e93c710e9.PNG

 

Additionally "Flaming Sword" is listed twice for the left, with the first one being a copy of the "Fire Sword" just above it. 

1020953980_DualBladesHugeDupe.thumb.PNG.5ce4a5a6a878778a123cafe39bb268e9.PNG

 

1700583770_DualBladesFlamingSword1.thumb.PNG.2c81769595fa77ea10516bc648860a27.PNG  224097175_DualBladesFlamingSword2.thumb.PNG.d8c6eb82db1a98be7b814f4d7ac3d2a0.PNG

 

And much like my earlier report, "Fire and Ice 2" and the second "Flaming Sword" appear to be copies of each other.  The Right Blade menu also has "Fire and Ice Sword - Elemental" and "Flaming Sword" as copies, but does not duplicate "Flaming Sword" like Left Blade does.

Edited by ZorkNemesis
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Currently playing on Indomitable as @Zork Nemesis; was a Protector native on live.

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Bringing up a classic costume bug regarding VEATs that has been present since live. Helmet lights/aura FX for the Crab Spider and Bane Spider helmets are not functioning properly.

 

The FX is absent from both the standard issue and custom options for VEAT costumes for Crab/Bane helmets, but is correctly present on NPCs (ingame and architect) as well as on the pre-order Bane/Crab helmet. I believe the original explanation one of the developers offered was that they didn't have time to get the aura/FX to play nice with the crab backpack and simply omitted it to fix later but they never got around to it, which is odd considering the Wolf Spider helmet's FX works just fine even with the backpack.

 

Standard Helmet                                    Custom Helmet                                           Pre-Order Helmet

CrabBaneHelm1.PNG.thumb.png.2870204e42f3d3223bec611d748d6409.pngCrabBaneHelm2.PNG.thumb.png.9cae2ab13962ed11c75d40e7cc6f3d76.pngCrabBaneHelm3.PNG.thumb.png.0ec37594e0aa51a61d9eba460ee23817.png

 

Wolf Helmet

CrabBaneHelm4.PNG.thumb.png.e38c0df8734da06b97cfed9c5db06f38.png

 

 

Working FX example.

Edited by Hilanthis
Resized Thumbs
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Female > Upper Body > Robotic Arm (any) > Chest Detail > Talons_02/Talons_02a

 

The Talons_02 and Talons_02a chestplates clip considerably into the left breast, even with the chest slider as low as possible.  Only present on Robotic Arm torsos.

2090898766_TalonArmorClipping.thumb.PNG.ffc37c116277dbecf4714ff99cd13abf.PNG

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Currently playing on Indomitable as @Zork Nemesis; was a Protector native on live.

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  • 2 weeks later

I hope I've written this message properly without breaking any rules. I think the costume has a Texture problem. Don't know if this is a bug or not but the cuff of the costume seems to be transparent and you can see the metal part right through it. I've circled that part. 🙂

PrsdAZN.jpg

 

 

 

Here are the details of the costume;

Upper Body>Robes>Robe>Martial Arts 5

 

Sleeves>Long 4

 

Gloves>Skeletal Robotic

KouPTsN.jpg   JpuhLxb.jpg  dDWTRdF.jpg

 

Edited by Palehood
To describe the problem as a "Texture" one
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  • Developer
23 hours ago, Palehood said:

Don't know if this is a bug or not but the cuff of the costume seems to be transparent and you can see the metal part right through it. I've circled that part.

 

It's not a bug, rather, it's a simple clipping issue. Clipping between parts is something we strongly try to avoid when distributing them between categories, and the gloves with sleeves are a category that is very often prone to clipping.

 

The only solutions are:

  • If the clipping looks bad, or if the clipping constitutes a large visually exposed area, it is unavailable or won't be made available as an option for the category. The original developers did a good job of adhering to a certain threshold, so minimal clipping examples like in your case are not going to be taken away.
  • Custom or duplicate copies that have been adjusted to work specifically for a particular combination or category. This is not normally done because it is very wasteful of resources and on the back end of things, it creates a dependency issue when it comes to cataloging or maintaining it in the future. Belts do this a lot due to their position and the need for them to work with a variety of different chest categories (tights, suits, robes).

In the second point, we might also make exceptions for very common or popular combinations of parts where necessary, but that's typically a case by case basis if there's enough vocal support for it.

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Male > Head > Standard > Hair > (multiple, see below)

 

Some hairstyles aren't completely attached to the head when the Cranium Height slider is low, leaving a visible hole between the head and hair.  I initially noticed it with the Average 2 preset under Shape and the Resistance hairstyle, but noticed a few others also have this issue.  It's also a lot more visible with the Brute and Square presets.

 

Affected hairstyles: 

  • Mohawk Spikey
  • Resistance
  • Topknot (seems to not be fully attached to the head regardless of sliders)
  • Cybertech 1
  • Cybertech 2
  • Post Apocalyptic 1
  • Post Apocalyptic 2 (more visible from the front then the side)

1886988327_ResistanceHair.thumb.PNG.0013996ed418413df87daf6443efc835.PNG

Currently playing on Indomitable as @Zork Nemesis; was a Protector native on live.

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Male > Head > Standard > Hair > Exposed Brain

 

Similar to the above issue, if the Cranium Width is set to the highest value, the hair on the Exposed Brain style clips a lot into the left side of the head.  Interestingly enough the Exposed Brain Spiked style doesn't have this problem.

 

347059934_ExposedBrainClip.thumb.PNG.aa78399a58eb007de105f8b4851e04b0.PNG

 

Male > Head > Standard > Hair > Ponytail

 

The Ponytail hairstyle also has slight clipping into both sides of the head if the Cranium Width slider is maxed.

 

463850864_Ponytailclip.thumb.PNG.16c439227824b501b91b94073f5174a0.PNG

 

Edited by ZorkNemesis
Gotta learn my rights from my lefts...
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Currently playing on Indomitable as @Zork Nemesis; was a Protector native on live.

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  • 2 weeks later

Female > Lower Body > Bottoms > Bottom > (any)/Stripe 1

 

Stripe 1's coloring texture seems to be of lower quality than Stripe 2 or Stripe 3; with visible jagged edges compared to the smoother 2 and 3.  Unlike my last texture report this one is with Character Texture Quality set to Very High and many other settings on High Quality.

 

Stripe 1

1078956910_PantsStripe1.thumb.PNG.e5c447b49ad8a59fa53ef32e31dbaf84.PNG

 

Stripe 2

356485983_PantsStripe2.thumb.PNG.3a0fe156e120cdabd3083ea8cf9939d9.PNG

 

As an aside, the Stripe patterns on the Bottom don't quite line up with Stripe patterns from the top, visible in both screenshots.  Easily masked with a belt, but if you're the kind of hero with a onesie you'll notice it.

Currently playing on Indomitable as @Zork Nemesis; was a Protector native on live.

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Here's a strange one with the editor itself.

 

(any gender) > Back Detail > Any

 

When a costume has no back detail assigned, view any saved costume that has any back detail equipped for the build you're using (cape, wings. whatever).  If you then back out of the Load Costume menu without loading the costume, your character will have whatever the back detail the costume had equipped afterwards.  This won't replace an existing back option if already selected.

https://imgur.com/a/lReQW92

Currently playing on Indomitable as @Zork Nemesis; was a Protector native on live.

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  • 2 weeks later

Huge > Upper Body > Tight + Scales (Body > Waist)

 

Turns out being fat can cause a lot of clipping with belts and chest details.  When the waist slider is set to high a number of belts and chest details clip into the stomach.  First noticed with Oval Buckle belt and Barbarian 1 chest detail, but checked others and the list is too large to put down.  The Chest Detail clipping can be somewhat countered by increasing the Chest slider, but if you're going for no pecs and all gut, you're gonna have a bad time with your belts.

 

Here's an example with Waist at lowest

1130715502_GutNoClipping.thumb.PNG.8cbdb876fd453b7296ad70f0f9b2cc00.PNG

 

And after gaining some weight, watch the chains magically disappear among the folds of his fat.  Also note the belt.

196259742_GutClipping.thumb.PNG.6f76f7416dd1bf09bad549f7274182ea.PNG

 

Edited by ZorkNemesis

Currently playing on Indomitable as @Zork Nemesis; was a Protector native on live.

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  • 2 weeks later

Powers > Inherent > Stance 

(Tested specifically with Scrapper Ninjitsu, likely affects many powers)

 

While it's been mentioned above that characters set to "Travel Only" for stances display their pose to everyone regardless of travel powers active or not, I've noticed a few other powers don't seem to be animating at all when any alternate Stance is enabled.  This could be a Ninjitsu issue as that's the set I was using when I spotted this, but numerous powers in Ninjitsu were not playing their animations correctly when the default stance was on.  Attacks animated fine, but self powers were not.

 

The powers I noticed: 

Weapon draws in general were skipped, unless actively attacking.  Typhoon's Edge drew the blades, but all other attacks failed to do so without a valid target in range, including ranged attacks from weapons.

Ninjitsu buffs; Kujin-Rin, Kujin-Sha, and Seishinteki Kyoyo all failed to do the "hands together" animation.

Danger Sense and Shinobi-Iri failed to perform their animations, however Ninja Reflexes seemed to be an exception and did work.

Tough and Weave failed to animate as well.  Tough also lacks sounds if you have the "pounding chest" animation set.  Weave is especially odd as it shares the same "bob and weave" animation as Ninja Reflexes.

 

Here's a quick example

First video is without the stance.  Super Speed is visibly active to show that no stance is enabled.  Kujin-Sha and Seishinteki Kyoyo animate correctly.

https://imgur.com/a/NtfnwYr

 

Second, swapped to a costume with Ninja Stance on Travel, Super Speed is toggled off but the two powers fail to animate anyway.  Super Speed is toggled afterward to show that Ninja Stance (Travel) is selected

https://imgur.com/a/ipWEnTR

 

Edited by ZorkNemesis

Currently playing on Indomitable as @Zork Nemesis; was a Protector native on live.

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  • 2 weeks later

Female > Upper Body > Baggy > Chest Detail > (multiple)

 

Probably on the unfixable side, but a number of options for female chest details clip into the body when baggy clothes are worn.  Some are minor like the bandoliers which can usually be fixed by upping the chest scale slider, but then you have the Roman Lorica Segmentata and Roman Centurion which gets completely swallowed by the breasts and stomach regardless of slider settings.

 

1527690836_BandolierClip.thumb.JPG.e1d176dd075d8d85195c31af2d72cdd8.JPG

 

177164468_Segmentataclip.thumb.JPG.f956f5feeda28a0179c8af507c373734.JPG

Currently playing on Indomitable as @Zork Nemesis; was a Protector native on live.

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  • 3 weeks later

Female > Head > Standard > Detail 1 > Headband + Scales

Female > Head > Full Masks > Detail 2 > Headband + Scales

Female > Head > Hoods > Detail 1 > Headband + Scales

 

If the Cranium slider Depth is set to max, a small spot above the right eye clips into the Headband detail.  Adjusting the Cranium height can reduce the size of the clipping, but not remove it entirely.  Cranium width has no effect on this.

 

966777665_Headbandclip.thumb.JPG.fd9f4d1736811829fa709223e5115749.JPG

Currently playing on Indomitable as @Zork Nemesis; was a Protector native on live.

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  • 1 month later

Not sure if this is a Costume or a Power FX bug but Entangling Aura's color randomly changes to a darker color around the characters chest area and to the default color for 2d leaves. No matter if its day or night, the color will randomly change. (Second Screenshot is how it should look like)
 

fxbug.jpg

 

                                                                                 Untitled.png

 

howitshouldlooklike.png

Edited by robobl4de
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