-
Posts
58 -
Joined
-
I've been toying with this idea for months. So this weekend, I finally threw this together:
I was wanting to maybe use it as my avatar for awhile, but the file size is too large, even scaled down as it is. I'm wary of including it in my signature, even.
The full-scale image can be viewed at http://www.rdwarf.com/users/wildcat/public/CoH/Tet.gif -- the first loop through the image was slow for me as it was loading, but once it gets through, it hits full speed.
Enjoy! :)
W4E -
The geom.pigg problem is an old one. It used to create a "debug assertion failed" error. Now, it just puts you into a looping hell.
The solution is the same as it has always been, as per http://downloads.transgaming.com/fil...easenotes.html
Quote:On edit, a couple of notes:If the updater crashes on geom.pigg (typically accompanied with a message about ``Debug assertion failed!'' that references Allocate.cpp line 108), you need to increase your default TCP send window size. To do this issue the following commands at a terminal as root: cat /proc/sys/net/ipv4/tcp_wmem you should see three numbers. The middle number needs to be doubled (or otherwise increased) to at least 32768. To do this you can echo 4096 32768 131072 > /proc/sys/net/ipv4/tcp_wmem where the first and last numbers are the same as the values reported by the first command. Users may have to even triple or quadruple the middle number to get past this error.
While you're changing the middle number, you'll want to use the first and third numbers you see from your OWN cat command, reinserting them with the echo command.
When you shut your machine down, the new number you enter will be lost, and you'll have to go through this process again if you need or wish to download in the future. However, the numbers your machine assigns to the tcp_wmem file come from a *different* file, which you can edit with the updated TCP send window size. I'm afraid I don't remember which file that is, off the top of my head, but it's available via websearch. ^.^;
W4E -
Mike's memorial is printed in the July 11 Wichita Eagle: http://www.legacy.com/obituaries/kan...&pid=143995693
Thanks for your kind words and thoughts, guys, they are appreciated. My primary goal in sharing this information was to maybe prod a memory or two, that any of you that say "oh yeah, I remember running missions with Chuda Mezaru" will know that the guy behind that and those other characters was someone worth knowing in person. That, and I feel that, if he were on any of your friends lists, and realized he hadn't logged in for a while, it's important that you know why, as a matter of closure.
W4E -
On Tuesday, July 6, Mike Scott passed away due to illness.
He was a City of Heroes player from very early on, and was one of my friends who helped me get a handle on the game when I finally decided to dive in. His primary characters were Chuda Mezaru, GenericHero (which was also his global handle), and Serenity Jones. His characters were also some of the earliest members of the supergroup called USELESS. Over the last few years, Mike didn't login to the game very much at all, but he would still check in when he had the opportunity. I hope some of you had the opportunity to play along when he was around.
Mike was a good friend, and he's gonna be missed.
I'll post a link to the obituary as soon as it's released -- it will certainly provide a better biography than I possibly could.
W4E -
-
For Best Multi-Part Arc (2+ arcs):
First place: The Consequences of War Part 1 #227331 and Part 2 #241496 @Dalghryn
Second place: Turg Fiction: Ghost in the Machine, Acts I and II #1013 #174557 @Turgenev
W4E -
The Circle of Thorns insidious plans -- REVEALED!
W4E -
Now you see it...
And now you don't... (watch the yellow waypoint as well)
W4E -
As a general idea, I think that there *should* be more at stake where Rikti Invasion events are concerned. As it stands, they invade a zone, go through their motions, and then leave again, even if that zone is completely unoccupied. There's nobody there to fight them back, but they leave anyway?
I don't think it needs to be as complicated as the seed of this thread suggests. But I do think that if they invade a zone and aren't opposed, they should continue to have a presence, maybe by comprising 1/3 of that zone's normal mob spawn -- or even double their numbers, in certain places like neighbourhoods in Founders' Falls where they're already found. In order to remove them, there could be a zone-wide "defeat 1000 Rikti" trigger, after which all remaing Rikti spawns teleport out in retreat. Players wouldn't be *forced* to interact with the Rikti, and the Rikti presence wouldn't prevent Players from doing their normal business in that zone, barring the normal risk of running afoul a mob of NPCs by just running down the street.
W4E -
/bug Avatars are not displaying in Hybrid or Threaded Display Modes, but they look just fine in Linear. I prefer the organization of the alternative modes, but I like seeing the avatars too!
Also: I very much appreciate "Disable smilies in text" :) I'd like to be able to select this as a "global" option via User CP, at some point in the future.
I have no major gripes about this new arrangement. :)
W4E -
-
Quote:He said "reroll" and "rename". It looked to me like he was going to first create the new character with a temporary name, then buy the rename token, then delete the original, and then bestow upon the new character the original name -- my suggestion was made within those parameters. I suppose the rename token idea could indicate that he indeed wishes to rename the level 50 beforehand, and keep the character. Either way, I certainly wouldn't encourage anyone to delete *anything*, and would only suggest the possibility if they brought it up first. :)WildCat4Ever: And if his lvl 50 blaster is fully io'd out he should just delete it? Even if I got bored with one of my 50's and for some reason wanted to reroll a new toon with that name, i wouldn't delete them. I don't use purple's and i have 2 toons with over 500m inf spent on them. Deleting seems like a pretty bad idea in that case.
As for saving tricked out enhancement sets if you ever *did* want to delete and relaunch a high-level character -- use Respecs. I was going to suggest putting them in SG storage (he'd have to trust his teammates absolutely!), but as an alternative, I suppose he could keep the original character active, and use that as his storage method. Which would be an argument for not deleting that character entirely.
Ultimately, it's up to whatever he decides is best!
W4E -
For as long as Sonarr has existed, her powers have been sound-based, emitted from her entire body, and controlled and focused through strength of will -- think "Dazzler", only with sound instead of light.
When I started playing CoH, there was no Sonics option, so I went with Energy^2, which was as close as I figured I was going to get. I anticipated the Sonic Blaster sets, and hoped they'd mesh with how I envisioned the character, but was disappointed to learn that the Devs vision of Sonics was grounded vocally, a la Banshee or Siryn. I was disappointed by this, but also relieved that I wouldn't be tempted to relaunch my character a second time.
My advice would be, go with what feels best to you. Heck, recreate Lightslinger on Test server as a Radiation blaster, and see how it looks and sounds. Imagining how it'll work is good, but experience in the game via experimentation will go long way towards helping you make that decision.
And if you *do* choose to relaunch Lightslinger, save your money: delete the original first, then recycle the name from the start. And before you delete, make ABSOLUTELY sure that you go to a Tailor and save each of your costumes! Relaunching and securing the name will take you less than a minute, as all you need to do is load one of your saved costumes! If you'd rather go the paid name-change route, for insurance and peace of mind, then do that, of course. :)
Whatever you do, just have fun with it!
W4E -
I use the Nuke sparingly when playing solo. It's mostly a "panic button" power for me, if I'm getting too much melee aggro. In team situations, it's also my "panic button", but I'm also more likely to use it if I happen to be in a massive mob -- and the temptation to cut loose in anticipation of that huge "BOOM" is too great to resist! ;D
In all cases, it doesn't hurt at all to have a few Blues on hand.
W4E -
Quote:Ehn, it's no different than the placement of images from movies on cereal boxes, or active cross-promotion via restaurant chains.However, I think it is absurd that a Video Game has its name slapped on a soda... sometimes enough is too much.
It'll pass. :)
W4E
PS: We can now disable graphical smilies?!?! WOOT! -
LB# maybe? (think "pound pound")
W4E -
Sometimes when writing a reply in a forum, I get long-winded, and even for shorter posts, I might go over it a few times to make sure I get the context, spelling, grammar, and nuance the way I want it to read. This can sometimes be kind of time-consuming. And sometimes I'll be doing things in other windows at the same time, flipping back to write a line or two or edit, then flipping elsewhere to tend to something else, and this even inflates that time.
So while writing just such a post today, apparently my login timed out. After pressing "submit", I received an error message saying it didn't work, because I wasn't logged in. Backing up to the composition page wasn't helpful, because everything I had written was gone -- my work was no longer even in the cache, or if it was, the forum was no-selling it.
I think an adjustment is in order for whatever it is that decides I'm not active enough to warrant a little consideration in the form of not logging me off in the middle of writing a post.
Aside from that, and the username/password thing, it looks like so far, so good for the new forums. ;)
W4E -
[ QUOTE ]
Almost forgot! If you one-shot an enemy, they tend not to stop doing their idle emote (which is bugged in and of itself) and just stand there until they fade out.
[/ QUOTE ]
I second this squawk, but with additional info. If the targeted mob is stationary, they remain standing and "active" as described above. Those unaggroed mobs that walk around, if *they* are dispatched in one shot, they fall down or are knocked back properly. Again, this applies only to those mobs that have *not* yet been aggroed.
W4E -
Mine is a Linux box (SuSE), and I play using Cedega -- its parent company, TransGaming, is partnered with NCSoft in making City of Heroes available for Mac. After a recent update in the Cedega engine, I experienced this exact same problem -- I got logged in, but was unable to click on the servers. I fell back to the previous version of the engine, and it works just fine. Obviously that's not an option for you, but the two problems may well be related...
W4E -
[ QUOTE ]
Oh noes, you might need to move.
Seriously... doing Architect Missions already cuts down on travel time by a whole bunch. Having to get to the same AE site ONCE is not really hard work.
[/ QUOTE ]
Your opinion. I stand by my idea.
W4E -
With AE locations in nearly every zone, it's not uncommon to for people spread out among those zones, each at their own AE site, to decide to gang up on those Arcs rather than run them solo. But when we do, it becomes necessary for us to all gather in the same zone for that purpose.
I request/suggest that the AE mission entry mechanism be allowed to function much like any common "Board Train" mission, and eliminate the need for people to make that trek. This would also help alleviate the crowded conditions of certain locations like Atlas Park and Talos Island, as those players who gravitate towards the quiteter corners of places like Faultline won't be forced to add to the population elsewhere.
My idea doesn't cover, of course, those unholy alliances between Heroes and Villains, who must meet in RWZ in order to form teams. I'll let other discuss a workaround for that one.
(Apologies if this subject is being discussed elsewhere in the Suggestions and Ideas corner of the forum. I did a couple of quick searches but found nothing close to what I had in mind.)
W4E -
A Story Arc mission idea I had before ever touching the Editor in open beta was for an arc in which the Player had the option of completing the mission by either defeating all the enemies inside the base, or by stealthing and simply clicking Objects for clues. Doing either would score the Clue and complete the mission.
I propose a request/suggestion that this be an option given to Arc Creators. Under the Settings portion of the current Basic Mission Goals selections is the radio-button toggle that sets that goal as being "Required for Mission Completion." A second button could be added which makes this goal "Optional for Mission Completion." This would make it necessary for the Player to create another Mission Goal, and the Error message should be triggered alerting the Creator to this.
Once the other Mission Goal is created and also flagged as "Optional", the engine could automatically determine that the requirements for this arrangement have been met, OR, it could be possible for the Creator to make a manual and intentional link between the two Goals, using the same method by which one Goal is linked to another with the "This Mission Goal is created when..." drop-down menu.
Here's an example:
I create a Collection of 5 Urns, and under Settings, select "Optional for Mission Completion", at which point the Errors box lights up and tells the Creator that the mission lacks a a matching optional mission goal. I then invoke a "Fight a Boss" Goal, and also select "Optional". Under the "automatic" scenario, the Error disappears, the requirements having been met. If the "manual" link mechanism is available, I can then enter the Urn Collection's settings and select the Boss Goal as it's matching set, then do the same so that they are pointing at each other.
Now, either way, it should still be possible to create a third Mission Goal that must be completed no matter what to complete the mission. Let's say it's a Free Captive goal. In order to complete the Mission, the player can either (Free Captive and Collect Urns) or (Free Captive and Fight Boss). Either combination wins.
It could even be possible to make that Captive a third Optional Goal. The manual links could be assigned as a "loop": Urns -> Boss -> Captive -> Urns. Manual links could even allow for multiple Optional sets: (Urns or Boss) AND (Captive or A Different Boss).
That would allow even more flexibility for a Creator wanting to make a mission that's more than just a grind or a scavenger hunt, and would almost give them the ability to make logic puzzles!
W4E -
[ QUOTE ]
1) Allow people to bookmark missions or put them in a Favorites list or something, so we don't have to search for them each time
[/ QUOTE ]
Rather than just popping up and saying "me too!", I wrote a small essay about this. I'm not going to just waste it, now!
During the course of any single session, I see maybe a dozen people offering up their Story Arcs for playing. Meanwhile, I'm generally in the middle of an Arc already. I try to remember the names, but by the time I'm out, I've lost most of them. I *could* write down all the names of the players, but lists are so easy to lose as well.
So my suggestion is that a "bookmark" feature could be added to the Architect UI. With this, a player could search for Story Arcs -- in my case, I'd be searching by @Global -- and when they find the Arc they're seeking, they could select the "boomark" option for that Arc, then return to whatever other project they were doing. To go a step further, a third "radio button" could be added to the "Only show me arcs" options, listed as "I have bookmarked".
Your other suggestions are also strong. I'll just say "me too". ^.^;
W4E