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  • Developer
Posted

Supergroup Bases

New Supergroup Base Themes

  • Open Sky (Passthrough)

 

New Supergroup Base Items

  • Editor Helpers:
    • Collision Wall 8x8
    • Collision Wall 32x32
    • Collision Wall 64x64
    • Collision Wall 16x16
    • Collision Wall 128x128
    • Collision Wall 512x512
    • Collision Wall 1024x1024
    • Axis Gizmo
    • Axis Gizmo (Z Up)
    • Surface Aligner
    • Axis Aligner
    • Surface Tower
    • Surface Tile 32x32
    • Surface Tile 64x64
    • Surface Tile 128x128
    • Surface Tile 512x512
    • Surface Tower (Collision)
    • Surface Tile 32x32 (Collision)
    • Surface Tile 64x64 (Collision)
    • Surface Tile 128x128 (Collision)
    • Surface Tile 512x512 (Collision)
    • Fit Gizmo
    • Collision Gizmo
    • Smooth Water Fill
    • Smooth Water Fill (No Sound)
    • Rough Water Fill
    • Rough Water Fill (No Sound)
  • Alphabet:
    • Paragon City Alphabet (Tiny, Small, Medium versions of 68 standard US keyboard characters. No lowercase.)
    • Motiva Sans Bold Alphabet (Tiny, Small, Medium versions of 94 standard US keyboard characters.)
  • Bath & Kitchen:
    • Coffee Mug (Arachnos)
    • Coffee Mug (Paragon)
    • Coffee Mug (Winter)
    • Coffee Mug (Winter Filled)
    • Coffee Mug (Tintable)
    • Coffee Mug (SG Logo)
    • Mug Shelf 1
    • Mug Shelf 2
    • Mug Shelf 3
    • Gigantic Sign
    • Restroom Sign
    • Universal Sign
  • Casino:
    • Cue Ball
  • Lighting:
    • White Bunker Light
  • Slums & Wastes:
    • Junk Burnt Mattress 2
  • Tech:
    • Praetorian WarWorks (Tintable)
  • Wall Details:
    • Tech Console 1
    • Arcane Console 1

Supergroup Base Item Notes:

  • Collision walls: Construction of a perfect cube corner or seam will still allow a determined player's camera to slip through (as it can and does anywhere else in the game). While this follows teleport rules (teleport check will work as intended), glitches and updates to teleport that may break this behavior are always a possibility and you should never rely on these to protect your base items (that's what item permissions are for) or to prevent determined individuals from viewing behind the "curtain" of your base. They are merely to deter visitors from traveling to off limit areas, such as outside the plot of a vertical building or behind a bank vault desk.

 

Supergroup Base Item Bug Fixes:

  • Fixed incorrect texture on "Short Ceiling Walls" > Industrial" for Supergroup Base themes
  • Fixed FX sticking on "Praetorian Reactor 3"
  • "Rock 7 (Tintable)" is now actually tintable.
  • Iron Gate Frame: Should now be more easily selectable.
  • Roman Sailboat: Should no longer leave behind its FX after moving or deleting the object.
  • Wet Floor Sign: Small and large should now be level with the floor.
  • Renamed "5th Door Bulb" to "Red Bunker Light"
  • QoL: The click volume of inspiration containers was lowered by -2 feet, making it clickable through the floor when turned upside down.
  • "Glass Wall (Tintable)" has had its alpha sorting adjusted once again. *Report any major breakage in existing bases as its use is widespread. As a reminder, alpha sorting between objects is always a compromise.
  • Corrected texture settings for 289 SG emblems. The windowing effect of the alpha should be fixed across those that had the issues, such as "Guns Crossed" or "Bar Code".
Posted

Would it be possible to keep a version of the glass wall without the adjusted alpha sorting? I have a cyberpunk base that takes advantage of the glitch that makes certain tech FX become invisible behind glass walls. I'd hate to lose my big Matrix wall. 😞

 

 

original glass wall.jpg

new glass wall.jpg

  • Retired Developer
Posted
7 hours ago, 2Dfruity said:

Would it be possible to keep a version of the glass wall without the adjusted alpha sorting? I have a cyberpunk base that takes advantage of the glitch that makes certain tech FX become invisible behind glass walls. I'd hate to lose my big Matrix wall. 😞

 

Unlikely for the following reasons (which means not a definitive no just yet):

  • Waiting for more reports to gauge impact of fix (e.g. how many people abuse the broken transparency for visual effect and what they were trying to accomplish)
  • Common sense should tell anyone that abuse of any bug in the game for any benefit (to include unintended visuals on costume parts, base items, etc) comes with zero warranty or guarantee it isn't going to get fixed in the future.
  • Often times there can be better solutions for visual hacks. In your case, it might be more appropriate to ask for whatever it is you were trying to create (for all I know a mega monitor type of item with scrolling green computer code or something would work for your needs and usable by anyone else, but if you have ideas or can explain it if you think it will work as a compromise, I read the suggestions forums a minimum of once a week. I try to prioritize bugs and things I break like this go to the top)

Fixing this any other way requires doing things that are bad practice on our end, despite being the easiest and simplest method.

  • Like 2
  • Thumbs Up 2
Posted
6 hours ago, Naomi said:

 

Unlikely for the following reasons (which means not a definitive no just yet):

  • Waiting for more reports to gauge impact of fix (e.g. how many people abuse the broken transparency for visual effect and what they were trying to accomplish)
  • Common sense should tell anyone that abuse of any bug in the game for any benefit (to include unintended visuals on costume parts, base items, etc) comes with zero warranty or guarantee it isn't going to get fixed in the future.
  • Often times there can be better solutions for visual hacks. In your case, it might be more appropriate to ask for whatever it is you were trying to create (for all I know a mega monitor type of item with scrolling green computer code or something would work for your needs and usable by anyone else, but if you have ideas or can explain it if you think it will work as a compromise, I read the suggestions forums a minimum of once a week. I try to prioritize bugs and things I break like this go to the top)

Fixing this any other way requires doing things that are bad practice on our end, despite being the easiest and simplest method.

Completely understandable. Your goal is to fix bugs, not make more bugs for gremlins like me to exploit. XD 

 

Most people I've seen using the glass wall bug are isolating the scrolling green computer code on Databases like I did in my photo. A mega monitor or even a small monitor with scrolling code would be a great compromise. I feel like it has a more professional look than the binary mist tech FX.

 

Thanks for the fast reply!
 

  • Like 1
Posted

It's harmless and only serves to make base building more creative. What he/she did there looks cool.

 

Sometimes nuance is needed with these issues, it's a bug, but the end result is desirable to some in a non-obstructive way.

  • Like 1
Posted

I like all the new items. The water and the placement guide towers are especially useful. And letters that aren't all one size! Yay!

 

Is there a difference between the water and water (no sound) options? I can't tell.

Also, I think the mug shelf (and the improved Combat Logs from a previous page) should default to wall attachment - they appear on the floor now.

Maybe the Men, Women, Gigantic and Universal signs should default to Surface attachment, too. They appear on the wall now, which is also OK.

  • Retired Developer
Posted
7 hours ago, Pengy said:

The Praetorian War Works looks like a statue. It's made of plaster or something.

 

 

That's the old one, which isn't getting removed or replaced from anyone's base. It's a test / placeholder object that was put in the base editor as an item years ago and isn't used anywhere else in the game (it has road textures on it just to give the object something other than a solid color during Paragon's testing of Praetorian missions).

 

"Praetorian WarWorks (Tintable)" was added that uses the newer, fixed mission map version.

 

7 hours ago, Pengy said:

Is there a difference between the water and water (no sound) options? I can't tell.

 

At the moment (this may change in the future), there's a sound emitter every 1024ft in a grid pattern across the surface of the water, but you may not hear it unless you leave the base boundary or are near its edge. It sounds like choppy ocean water. You can see where they are if you turn on "Hidden Markers" from the editor options.

 

water_with_sound.png.d36c2c1a3a4ff44da9d5d9e60f399769.png

 

  • Thanks 1
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Posted
On 4/5/2023 at 2:58 PM, The Curator said:

"Glass Wall (Tintable)" has had its alpha sorting adjusted once again. *Report any major breakage in existing bases as its use is widespread. As a reminder, alpha sorting between objects is always a compromise.

 

I guess I misunderstood what this was, is there any way to make it where you can see special effects on the other side of the glass? (rain, smoke, lighting effects from street lamps, etc)

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