Aliana Blue

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  1. [ QUOTE ]
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    The crates at the back showed up in blue text. That means they're optional objectives. I should have put that in the opening accept text.

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    Question: How do you get your non-required objectives to still show up in the objective window? I haven't been able to find any answer to that question. Not surprised since I see it appear so rarely.

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    You have to enter text for both plural and singular navtext, even if it's only one optional objective.

    [/ QUOTE ]

    So it's exploiting a bug? (At least I considered it a bug when I stumbled upon it during Beta.)

    [/ QUOTE ]

    Not really, the fact that it doesn't show up is more likely the bug. Pohsyb used it in his fire imp arc to show optional objectives in the bar, for example. Pretty sure they want us to be able to show the optional objectives in the bar, but it's not working too well.
  2. [ QUOTE ]
    [ QUOTE ]
    The crates at the back showed up in blue text. That means they're optional objectives. I should have put that in the opening accept text.

    [/ QUOTE ]

    Question: How do you get your non-required objectives to still show up in the objective window? I haven't been able to find any answer to that question. Not surprised since I see it appear so rarely.

    [/ QUOTE ]

    You have to enter text for both plural and singular navtext, even if it's only one optional objective.
  3. Also it's not just the enemy group you include. I included, for example, a specific mob as ally (Longbow Guardian) to limit the range of one of my arcs to 1-9, even though Longbow go from 1 to 54.

    If you want a wider range, create a custom group with a few mobs from the min to the max range you want, and add them somewhere. I did that with PPD cops to make a 5-25 range.
  4. [ QUOTE ]
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    (by the way, you cannot get one-shot by anything in game, there's code to prevent that, no matter how big the hit you're always left at 1 HP).

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    Doesn't that only apply if you're absolutely at full HP?

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    A-Yup. But if you were wounded already, it's no longer a one-shot

    Note that I'm not saying Ninjitsu's fine. It's not, it's a very serious bug because it's blocking usage of the only powerset that allows for stealth/invisible/ghost NPCs. Being unable to use it is a serious crimp to storytelling, and yes, I think it's practically unusable. I may be able to grit my teeth and slog through countless brushes with death if the narrative calls for it, but I understand those who're not willing to do so.
  5. Aliana Blue

    Arc Reviews

    [ QUOTE ]
    Unfortunately, I seem to be left with the choice between 'pathetic pushover' and '... okay, I'm dead in two shots', which is the difference between 'normal' and 'hard' on boss-level electric blast. *grumble*

    [/ QUOTE ]

    Have you tried setting both the primary and secondary to Electric Blast? You get twice the attacks, which can be a nice stepping stone in between difficulty levels.
  6. [ QUOTE ]

    DOT will one-shot you, I've been hit at 100% for a massive attack that one-shot-coded me to 1hp, then a tic of DOT at the end and my this carpet's tasty.

    [/ QUOTE ]

    As I said, it really depends how long that "then" is. I do think that attacks with follow-up DoTs (like Fire's) don't apply the first tick of the DoT at the same time they apply the attack itself.

    Yes, there's not that MUCH time to react, but you can do something about it.


  7. *Hugs*

    Good Luck, and Take Care! You'll be missed!
  8. [ QUOTE ]
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    (by the way, you cannot get one-shot by anything in game, there's code to prevent that, no matter how big the hit you're always left at 1 HP).

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    I haven't tried this, but I think fire/nin would be able to oneshot you via DOT, no?

    [/ QUOTE ]

    Attacks with more than one damage component still get treated by the one-shot-code (i.e., EM does both energy and smashing, but ET from an extreme EM/Nin AV still doesn't one-shot you), so I'm not sure.

    If the dot is treated as a separate thing (%chance to happen, typically) then it may, but it shouldn't start applying until after the X seconds it takes for every tick, giving you time to react.

    I, of course, could be completely wrong about how and when the DoT applies
  9. [ QUOTE ]
    Oh and I have to give kudos to my wife (not that I'm predjudiced) for finding the best use of in-game dialog that I've seen to date. She wanted to have the spawns around her destructible objects be invisible spirits, so of course she gave them Ninjitsu. Would've been a PIA but for one thing: she gave them dialogue. Their inactive dialogue was a placeholder when I first saw it, and was just "....." and when they attacked, they said "...from the darkness."

    It. Was. Terrifying. The first time I saw speech bubbles appear on my screen with no mobs around I thought "How cute. Patrols." Then BLAMMO! Bonesmasher to the head=dead scrapper. From there on out, any time I saw "...." I jumped, backed out like mad and popped a yellow before proceding. Really made for a fun mission.

    [/ QUOTE ]

    I did that in an arc of mine. Outdoors graveyard, /Nin invisible mobs, patrols with "..." as dialog. There were a few optional glowies, and clicking them triggered a battle between Nemesis and the custom mobs. In that battle only the Nemesis talked, and usually the battle ended with the Nemesis dead before you could ever see it, so all you "heard" were cries of agony from the Nemmies without ever seeing them.

    That and the invisible mobs in the graveyard made for a very creepy atmosphere I think. I still had to take the arc down because of all the whinning about Ninjitsu, even though you didn't have to defeat a single mob in that mission - it was a glowie hunt (by the way, you cannot get one-shot by anything in game, there's code to prevent that, no matter how big the hit you're always left at 1 HP).

    But I digress.
  10. Aliana Blue

    The Lazarus Arcs

    Ok, so MacGuffin Delivery service:

    tl;dr: 5 stars! I loved it, and it's basically because of one thing: Using the MA tools to create a good narrative. Unorthodox but effective use of the tools always gets a big plus with me, and this arc just worked.

    (Sidenote: I got a "form no longer valid" when I tried to submit and lost the post I was typing as I played the arc >_< So it'll be a bit shorter as I won't remember all the details).

    Mission 1:

    So a non-standard heist to get started. Not much to add, it's a decent setup and a good way to get the ball rolling, you sneak in and when you thought you had everything solved, bam! Someone saw you. I almost waited at the end of the mission to see if I'd get a Family ambush - it almost sounded like I'd get one, but nope.

    Mission 2:

    Okay, this mission just made the arc for me (well, the first one too, but this one specially). It's a warehouse map, we all know warehouse maps. But the non-hostile NPCs plus the dialog? F-ing A, well done! It just creates the perfect atmosphere! It does feel like the hideout of a shady fencer.

    I do have to agree that the ambushes/patrols feel a bit on the light side, but I understand your caution. Heck, I got a tell that the custom mobs on my Ed Wood arc were "way overpowered" when I've cleared that arc with a level 6 troller and a level 8 defender on separate occasions Carnie bosses are tough on their own, so you still have a decent fight ahead even if the patrols feel light.

    One thing, the return text for this mission was in the present tense (I think it was on this mission's return text), it'd probably need to be changed to past for consistency.

    Mission 3:

    Okay, so with, again, good intro dialog from the "contact", I'm off to try and find a way to get rid of the MacGuffin (I think it still says MacGuffin in this text, but I'm not sure if it's intentional or not). Head to Orangebagel, beat up some mystics, get some answers, all in a day's job.

    You do address one of my complaints with some canon (and non-canon MA) arcs: Why do I find exactly what I have to do in the next mission? In this case, I spent some time trying to get rid of that thing and didn't manage, and between missions 2 and 3 it's explained that some time passed with me investigating. Thumbs-up there (I played this absurdly in my Ed Wood arc ).

    Mission 4:

    Mayhem all around (I love battles, ever since the disappearance of the 5th column "event"). There was still one mob talking about the MacGuffin:

    [NPC] Storm Strider: Red Viper may have failed, but I shall secure the MacGuffin for the Tsoo!

    Easy enough to fix. I liked the setup, yes, the box I took the MacGuffin from was the kind of box I was looking for! I don't think it's an "idiot ball" moment, the immediate question would have been "well, how did the MacGuffin come to be on its own in the first mission then?" (that was the first thing I asked myself), but, dealing with the arcane, there are possible answers all around (the previous owner died and no one had claimed it yet, a special ritual - not a box - may be required to get rid of it, etc.), so I don't mind that my villain didn't immediately think about the box the MacGuffin was contained in in the first place.

    So yes, that arc really set well with me, it's the kind of "different" stuff I like to see, with narrative covering the important points of the plot well, and some creative use of the mechanics to deliver that narrative. Good stuff
  11. I have two arcs that fit the bill:

    #1345: Jumping in feet First. Levels 1-9. It has been specifically optimized for the level 1 newly-rolled hero. 3 missions that will get you almost exactly to level 4 when solo, I've had positive feedback on the story and characters, and I actually had to up the difficulty of the last mission because it was too easy

    #61013: The Invasion of the Bikini-Clad Samurai Vampiresses from Outer Space!: Level range is 5-25, heroic; it may be a tad difficult on the lower levels due to the presence of Vahz zombies (only the zombies tho!), some custom mobs I've really tried to keep toned down, and a couple of hairy spots on the second mission. BUT! If you are playing a really low level alt, chances are you'll level during the second mission and end up fighting -1s (it's a bit on the long side), so that should compensate.
  12. Aliana Blue

    Arc Reviews

    [ QUOTE ]
    At this point my queue is down to 4 missions, I will take the next 6 requests for review now.

    [/ QUOTE ]

    Of Mentors and Legacy
    By: Aliana Blue
    Arc ID:1589
    Style: Standard
    Focus: Story
    Difficulty: Medium
    Number of Missions: 5
    Number of Elite Bosses: 0
    Number of Arch Villains: 2
    Publication Date: 2009-04-04
    Level Range: 35 - 54
    Alignment: Heroic
    Number of objectives1: 16
    Published? Yes
    Server: Live

    2 AVs but you'll have help! There's an outdoors mission I am not too sure about and also the flow of the last mission with the helpers - they're kinda important plot-wise, but they shouldn't upstage the hero. Also worried about the possible presence of an idiot ball there

    Thanks!
  13. Thanks for the review! I'm glad you enjoyed it, it's the first arc I publish that gets more than a few plays, and feedback seems to be positive

    [ QUOTE ]
    Now you did put 2 arcs up for me to review, but only played one of mine. If you want the other arc reviewed, just play whichever of my arcs you haven't played yet and leave me feedback. Then I'll be happy to put your second arc back in the queue.

    [/ QUOTE ]

    Oh sure! I wasn't trying to get "2 for 1" so to speak, it was mostly that, as you said, this kind of humor isn't for everyone, so I threw the second as a backup in case you read the intro and thought "I'm so not playing that [censored]"

    I think the MacGuffin does sound interesting, I'll give it a try later today
  14. Aliana Blue

    The Lazarus Arcs

    Starting: The Amulet of J'gara

    Mission 1:

    - Minor quibble. "Hello Actin, it's been a while." Well, so much a while that I had no idea who that guy was - this particular character never did Croatoa
    - "I have something I could use some help for" - shouldn't that be "help with"? (I'm honestly asking, it sounded weird but it may be corrent, this is not my first language! ).
    - Luis D'Artier's Story: "Jeremial Jones and I came here to investigate reports of artifacts here" Actually, let me suggest the clue to something like this:

    [ QUOTE ]
    "Jeremiah Jones and I came here to investigate reports on some artifacts, which mach one we have in the Midnight Club Vault. We were hoping to learn more about it, but got ambushed by the Tuatha de Dannon just as we found them. And then these Circle mystics showed up."

    [/ QUOTE ]

    - I'd replace "in hopes" for the Carved Obelisk clue with "hoping".

    - Wow, all I did was nitpick at clues and text, which means the mission is perfectly fine. Pretty straightforward, obviously setting up the rest of the story. I'm interested now.

    Mission 2:

    - Typo: Polentes' Journal: "and pilfer it's artifacts", should be "its". Also, I think you need a comma somewhere, it's a big run-on sentence
    - Good choice of Oranbega map: Small!
    - Shouldn't the clues where the characters speak be in quotes? Polentes' and Jeremiah's were both missing them.
    - Something doesn't add up (between the journal and Jeremiah's story *Eyeballs Idiot Ball worriedly*).

    Mission 3:

    - Okay, so I stopped the assault and... The CoT dialog didn't make much sense, or the Mindskewer one for the matter. What plan am I thinking of? So far all I know is that they got the info from Jeremiah and went to get the artifact at the Midnighter's.
    - That Living armor was severe overkill Ah well, at least it's optional.

    Mission 4:

    - Thank you, I shall fight to free my mind. Not entirely unexpected, but it doesn't matter: fits the previously non-fitting clues, and you had the decency of not making an "idiot ball" plot twist - "Hahaha! You played into my hands hero, I, Jeremiah, now have the amulet!" I have to admit I was worried about it for a second or two. Also, the CoT mage from the previous mission now makes sense, but the Mindskewer one is still odd IMO.
    - Good fights overall, had no trouble with them at difficulty 4. Lots of help too, should be more than enough for less twinked out characters (this DM/Inv scrapper is seriously packing).

    So yes, 5 stars. Solid arc, good story, well presented. Maybe a bit light on contact-text for the first couple of missions (and a few oddities in the text I'm sure you'll change if you agree with me, I may be wrong about them!) but not sure if it really needs more. Maybe I'd suggest making it more clear that you're not going to make the lame plot twist I was dreading, but then again, it may be just me
  15. [ QUOTE ]
    I hear there is a bug with Ninjutsu, can you tell me what that is specificly?

    I'm assuming it has something to do with the damage they do?

    [/ QUOTE ]

    Ninjitsu gets a damage buff to "simulate" a stalker hitting as it comes out of stealth.

    The problem is that the damage buff is NOT supressing after an attack (meaning, it's always on), and it's not flagged as unique, so it self-stacks. So if you attack a Ninjitsu mob right as you enter the mission, they'll only do a bit of damage. A few seconds afterwards the buff will have stacked a second time. Then a third. Then... Until they reach the 400% damage cap.

    Very ouchie
  16. [ QUOTE ]
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    It'd be for the best if you post your feedback in my arc thread here. That way you don't run the risk of your tell getting lost. Otherwise you can send a forum PM.

    And Quid Pro Quo does mean "Something for something". If you're going to request a review, only fair that I get some feedback to so we can all improve.

    [/ QUOTE ]

    *nods* fair enough. Going to play one right now.

    [/ QUOTE ]

    Sigh, I thought I'd be able to sneak out at lunchtime for a bit of CoH (I haven't done that in... Well, since shortly after release!), but I'm going to be too tied up. Guess the review will come later today, oh well
  17. [ QUOTE ]
    AE System
    --------
    Welcome to Architect Entertainment -- Neutral
    Death for Dollars! -- Neutral
    Bare Knuckles of Rage (9304)
    *

    Character/Supergroup Origins
    --------
    Birth of a Fossil -- Heroic
    Secret Origins(Tech) The Snake Women of Epsilon V (42221) - Heroic
    Noah Reborn -- Heroic (2370)
    Jumping in Feet First - Heroic - 1345
    *

    Classic Super-Hero/Super-Villain
    --------
    THE BOMBER --- Heroic --- 16607
    *

    Comedy
    --------
    The Extadine Lab -- Heroic
    MacGuffin Delivery Service (1567) -- Villainous
    ParaCon -- Heroic
    The new and improved Lord Recluse Strike Force -- Villainous (though I wouldn't recommend against a hero )
    The Fire Bunnies - Neutral, They are only bunnies after all...
    You Say It's Your Birthday! (3630) - Neutral
    Trademark Infringement -- Heroic (2220)
    Hail to the King Neutral (34640)
    Walk On the Wild Side - Neutral - 3580
    Shirley You Jest (25474) -- Neutral
    The Invasion of the Bikini Clad Samurai Vampiresses from Outer Space! - Heroic - 61013
    *

    Comedy/Drama
    --------
    A Super Team is Born -- Heroic
    Cause of How Some Silly Stealed My Wings #1481 -- Neutral
    How to Survive a Robot Uprising -- Heroic (12669)
    Dr. Duplicate's Dastardly Dare -- Neutral
    It's a Nice Day for a White Wedding (9059) -- Neutral
    TURG FICTION: Ghost in the Machine, Act I - Heroic (althoughs romantic villains could try this too )
    Rum Runners of Bloody Bay (3691) - Heroic
    Have a Blap, Blap, Blappy Day Kids! (2019)
    The Toypocalypse! (49280) - Heroic
    *

    Crime/Gangs
    --------
    The Bravuran Jobs -- Villainous (16809)
    The Monstrous Regiment of Lesbian Hellions -- Heroic (27178)
    Win the 2009 Freak-Lympics (2150) - Villainous
    Ninja Crimewave! (2142) - Heroic
    Whitehawks (Arc 49364) -- Heroic
    The Internet is for Crime (53385) - Villains
    Plastic Pistol Peril (1135) - Heroic*

    Drama
    --------
    The Conciliators: Simone -- Heroic (4010)
    The Fan Club -- Heroic
    Of Mentors and Legacy - Heroic - 1589
    *

    Global Domination
    --------
    Axis and Allies -- Villainous (1379)
    *

    Heist
    --------
    Celebrity Kidnapping -- Villainous (1388)
    Easy Money -- Villainous (31490)
    *

    Historical (Realistic)
    --------
    *

    Historical (CoH Lore)
    --------
    The War on Superadine - The Regulators in their 1980's drug war (Heroic) (Arc 7959)
    Origins - Volume 1 (57077) -- Heroic
    *

    Holiday
    --------
    *

    Horror
    --------
    Astoria in D Minor (41565) -- Heroic
    Dark Dreams (3615)
    The Amulet of J'gara (1709) -- Heroic
    Project: Perilous - Into the Chthonian Pit (#3586) - Neutral (Unless you happen to be a mad cultist, in which case, go nuts!)
    Small Fears -- Heroic
    *

    Large-Scale Crisis
    --------
    A Hero's Halo -- Heroic
    This Is War, Part I - the Revenge of Hro'Dtohz -- Neutral
    Win the Past, Own the Future - Heroic
    A Warrior's Friend - Heroic
    The Clockwork War -- Heroic (18672)
    Flight of the Valkyries - Precursor (20272) -- Neutral
    *

    Magic
    --------
    The Magical Miss Fitz (5079) -- Heroic
    Chains of Blood (5492) -- Heroic
    A Deal with Destiny -- Heroic
    *

    Military
    --------
    Redoubt Operations #1: Fires over Kalago -- Heroic
    Red Storm Rising (Arc 4912) -- Heroic
    Whitehawks (Arc 49364) -- Heroic
    Axis and Allies -- Villainous (1379)

    *
    Misc. Adventure
    --------
    The Portal Bandits (3326) -- Heroic
    *

    Mystery
    --------
    Blowback (18575) -- Heroic
    Dream Paper -- Heroic (13030)
    Dream Paper 2: Restless Sleep -- Heroic (16797)
    Dream Paper 3: Broken Dreams -- Heroic (13064)
    *

    Mythology
    --------
    Atlantis Attacks! -- Neutral (30898) -- Click for Promotional Poster
    Anactoria's Descent Into the Underworld -- Villainous
    The Seelie War -- Heroic
    The Unseelie War -- Villainous
    Tales of Cimerora, volume 1 : Of feathers and fur -- Heroic
    The Aegis Affair - Heroic
    Witches and Warriors (53006)- Heroic
    The War of Fate(12220,46722)- Heroic
    Rites of the Maenads (61159) - Heroic
    *

    Nemesis Plots
    --------
    Brass Reaver: Part 1 -- Neutral
    *

    Player-Chosen Outcome
    --------
    Hunting the Dark Dragon -- Heroic
    Playing Gods -- Heroic (51106)
    *

    Sci-Fi
    --------
    Adventures of the Space Marines -- Neutral
    Adventures of the Space Marines 2 -- Neutral
    Above Mars - Part 1: The Wellington -- Neutral (13215)
    The Final Nemesis
    *

    Un-themed Survival/AV/Time Challenges
    --------
    The Meatgrinder -- Neutral

    [/ QUOTE ]

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  18. [ QUOTE ]
    I thought "The Resurrection" was just a play on your forum name.

    [/ QUOTE ]

    Ah! I wasn't the only one that thought that!
  19. Arc: The Invasion of the Bikini-Clad Samurai Vampiresses from Outer Space!
    Arc ID: 61013
    Author: @Aliana Blue
    Number of Missions: 3
    Description: This is my attempt at a humorous arc, with some over-the-top Crazy Awesome stuff and not-so-subtle references to the work of Ed Wood (heck, he IS the contact!). Levels 2-25, and not particularly difficult although it can get a bit hairy in a couple of spots of the second mission.

    If comedy's not your thing, then there's this other arc:

    Arc: Of Mentors and Legacy
    Arc ID: 1589
    Author: @Aliana Blue
    Number of Missions: 5
    Description: A simulation started by your contact is intercepted by an outside force, and it unchains an adventure about time travel and heroism. It's story-heavy, has 2 AVs at the end (and help to go along with them!), and I must mention that it does have an outdoors map with just a couple of objectives (and a few optional ones) but it's just because it was really really fitting. If it really doesn't work I'm willing to change it, but the map's small (the smaller graveyard) and doesn't seem too annoying.

    Thanks a lot!
  20. How to make ANY objective bunch up:

    1. Make sure the (Plural) navbar description of every objective is the same. Example: "Things to do".
    2. Make sure the (Singular) description of every objective is the same. Example "Do the last thing!"

    Presto! Now it shows up as "X things to do" and when there's only one left, it shows "Do the last thing!".

    Add 4 different hostage rescue objectives, make sure they all have the same singular/plural navbar description text, and they'll collapse as the same objective in the navbar: 4 hostages to rescue.
  21. I'll throw mine in:

    Of mentors and Legacy.
    Arc ID: 1589
    Heroic, 5 missions. Levels 35-50.
    EDIT: Blah, forgot the global: @Aliana Blue

    One caveat, the third map is an outdoors one without many objectives, which I believe is something you mentioned about not liking (long maps and such), but it's so damnably appropriate I can't bring myself to change it unless it really annoys people (I'd likely change the mobs too if I change the map). Also, this third map may actually be harder at 35 than 40, due to the mobs available in that range (depends how you manage acc debuffs I guess).

    I've had so far very few but positive scores (sitting at 5 stars, had good feedback overall). There's 2 AVs, you get help for them, and as far as balance goes, for what I've seen some ATs may have more difficulty than others with the final fight, but it's nowhere near a meatgrindy pwnage by said AVs. This latter point is one I'd really like to hear thoughts/comments on - tried it with 4 chars - DM/Iv scrapper, Inv/EM tank, Ill/Rad troller, Ice/Fire blapper . and managed every time, but that doesn't necessarily mean anything
  22. Storm/ and Dark/ defenders (well, and /Storm controllers) have a PBAoE buff too. Steamy Mist and... Darkest Night? Shadow Fall? I can never remember which one is the buff and which one the debuff for Dark Miasma. Shadow Fall I think.
  23. Okay, I saw a post about it in the MiA forum down there *points*, and it was complaining about the crazyness of it all.

    Arc name: Who Cares 2

    I can't give an ID because, apparently, people keep reporting it as a "farm" - I had a chat with the arc owner However, as far as farms go, I'd love to see what people use to farm that mission

    So that you have an idea of what to expect:

    http://www.walkiry.com/CoH/Freak%20Madness/index.html

    That's what the final room looks like when SOLO - granted, on difficulty 4, but still... I should put together a team of scrappers to dive in sometime.

    It took me half an hour of solid scrapperlocking to clear that thing, and I got hammered pretty badly regularly when the smashers would stack enough stons to temporarily supress my toggles (the indignity, I had to use six inspirations!). It was glorious! And something I'm sure some fellow scrappers will want to try too
  24. Subversion and You: The Architect's Best Friend. A guide to using version control software to track your Mission Architect files, keep historical records, and see changes between different versions of them.

    (Not sure if you just wanted the URL or a brief description, but there you go ).
  25. Ever since the Mission Architect (MiA) was announced, there has been a lot of talk and speculation about several things regarding the system, namely “how do we save our work?” “Where is it kept?” and “How can we share our work in progress for collaborative projects?”

    All these questions (and many others, more or less related) aren't new for the rest of the world, they have been around for as long as collaborative projects with computers have existed (and even before, of course, but I mean in a computerized-digital form), and as such, there are solutions already for this. Work created with the MiA is saved locally on your computer, and for any project you will have a whole bunch of text files. How to manage them?

    Enter Subversion.

    From Wikipedia:

    [ QUOTE ]
    Subversion (SVN) is a version control system initiated in 2000 by CollabNet Inc. It is used to maintain current and historical versions of files such as source code, web pages, and documentation. Its goal is to be a mostly-compatible successor to the widely used Concurrent Versions System (CVS).

    [/ QUOTE ]

    And also from Wikipedia:

    [ QUOTE ]
    Revision controls (also known as version control (system) (VCS), source control or (source) code management (SCM)) is the management of multiple revisions of the same unit of information. It is most commonly used in engineering and software development to manage ongoing development of digital documents like application source code, art resources such as blueprints or electronic models, and other projects that may be worked on by a team of people. Changes to these documents are usually identified by incrementing an associated number or letter code, termed the "revision number", "revision level", or simply "revision" and associated historically with the person making the change. A simple form of revision control, for example, has the initial issue of a drawing assigned the revision number "1". When the first change is made, the revision number is incremented to "2" and so on.

    [/ QUOTE ]

    So, what IS it anyway? In a tl;dr version: Subversion is a gigantic undo button with change tracking.

    More or less.

    You will be able to:
    <ul type="square"> [*] Keep an historical archive of your missions, helping you know what happened when with your comments.[*]Easily work on several different parts of your arc in parallel, and have systems to help you track all the different changes (say, for example, working exclusively on dialogs, then work on the map enemies, then work on the maps, and when you're done throw it all in together).[*]Help you track bugs. When something breaks, Subversion will have all your previous versions there so that you can compare and see what changed and how you broke things.[*]Allow several people to work on the same arc at once, by making it easy to see and track other people's changes and integrate it with your own work.[*]Share files without having to E-mail everyone with them. There'll be a central location where they can get the latest and greatest unpublished version. I mention unpublished, because if you publish it then anyone can play it anyway [/list]
    What this isn't, and I'm putting it in bold for emphasis: this is not a substitute for backups. it may make it easier to do backups by having all the files in a central repository, but it's not a backup! Some of the free web-based servers will do regular backups for you, others won't. Make your own backups anyway!

    That said, roll up your sleeves and get ready to do some program-installing, because learning to use Subversion is not only handy for MiA, it's also an excellent skill that will help you in many other endeavors.


    1. Installation.


    I am going to be brief here. There are countless tutorials on the web on how to install Subversion. In some systems it can be as simple as "emerge subversion" while others can be a bit more annoying. For obvious reasons, I'll do a quick walkthrough for Windows.

    Subversion needs two things: A server and a client. The server can be on your very own computer or it can be run on an independent server. You may be able to run it in your SG hosting server, there are some free subversion repository servers on the web too – a quick Google will give you several links, and will save you the more annoying steps of installation. The client works under a lot of Operating Systems.

    Download:
    <ul type="square"> [*]A server: http://www.visualsvn.com/server/download/[*]A command-line client (don't be scared! I'll explain in a sec): http://www.sliksvn.com/en/download[*]A shell-integration client: http://tortoisesvn.net/downloads[/list]
    I said don't worry about the command line thing. In many tutorials and webpages explaining stuff about Subversion, they will tell you how to do things using the command line. That's why it's good to have it installed. However, for our little CoH arcs we will use the Tortoise SVN, which means you can manage your files directly from Windows Explorer by right-clicking them and choosing options from a menu, easy!

    Anyway, on to the grimy details. Starting with the server (if you don't go for any of the free web-based ones that is), installing with the defaults is actually pretty good. Pay attention to the "repositories" location, that's where Subversion will be saving the projects and files! Also, make a note of the port in which it will be running, as you will have to let your firewall know that traffic will be coming through that port – if you are planning on letting the world browse your computer that is.

    After installation, I'd recommend running the server straight away, and then creating a new repository (Action -&gt; Create New Repository...), name it CoH for example . I recommend you choose creating the standard layout (i.e., click the only tickbox available). The VisualSVN webpage has lots of info about managing permissions and such (quite handy!).

    Afterwards, install the other two files (the regular client and Tortoise). Again, default installs are just fine and dandy!

    Installation is just THAT easy.


    2. Quickstart – Your first project.


    So, after you have created the repository you can start adding things to it, right? Okay, let's get cracking. Files for the MiA are saved under four directories in your City of Heroes installation: Missions, Custom_Critter, CustomVillainGroup, costumes. The last one keeps just costumes in general.

    So, we want to track all those directories.

    Anyway, if you have rebooted at some point during the installation (which you probably have, this being Windows and all), open the VisualSVN server, should be in your Start menu somewhere Now, see that URL on top? That's where the repository can be found. If you haven't done so yet, add yourself as user. Now, go into the project you created before (and if you didn't, create one), and inside the 'trunk' folder, create four new ones - Missions, Custom_Critter, CustomVillainGroup, costumes.

    By the way, you noticed that it's a URL, right? That means it's there available for other people in the internet to connect to it! Give your IP and the port you're using to your friends and add them as users, then punch a hole in your firewall to allow traffic through that port. Presto! Instant server to share your missions with whoever you want, no clunky e-mail, no nothing! What's more important, they don't even need subversion just to get the files, all they need is a browser!

    Anyway, back to business. Open Windows Explorer – or My PC – and head to your City of Heroes install directory/folder. Now, right click an empty part of the window, and choose the 'SVN checkout' option that has just been added by TortoiseSVN. You have to enter something like this:

    http://www.walkiry.com/CoH/SVN%20Tutorial/svn1.jpg

    I say "something" because the name of your computer will be different from mine. In any case, the URL of the repository is displayed quite neatly when you open the VisualSVN server, right at the top. It's a matter of adding the appropriate directory (in my case, adding /CoH/trunk).

    Easy!

    When you click OK, you will get a warning that the directories are not empty. This is a good warning and you should pay attention to it. Right now it's OK because we have just created the repository and it's brand new. If you are checking out a repository that is NOT new then any local file with the same name as the one in the repository will be replaced. It may actually be what you want, or it may not

    Once you have done this, you will have a bunch of neat looking icons instead of the usual ones. All the pre-existing files will be marked with a ? in the icon, meaning SVN has found that there're files there, but has no idea what to do with them. This is for a very good reason:

    Subversion will not track files unless you specifically tell it to track them.

    That means you can have the files from your SG repository being tracked, for example, while keeping your own personal files separate.

    How cool is that?

    Now that SVN knows where the repository is, let's start adding files.

    Say, I have a mission I want to add. I go to the Missions directory, Select the File -&gt; Right Click -&gt; TortoiseSVN -&gt; Add.

    Ta-da! You have just added a file to your repository! Couldn't be easier.

    Wait, there is actually nothing in the repository yet. That's because Subversion is more clever (or devious) than you thought. What happened is that we have done a change – one of, possibly, many. Adding a file, or removing others, is merely one possible action, same as editing an existing file. Nothing – NOTHING – will get done until you commit the changes. That's the point when you say "okay, I'm happy with the way things look now, make me a hard copy, right there". This is a very important concept, because it's the main difference between just moving files around and actually using a version repository. You need to commit the changes, and each commit can have several changes.

    We're not going to commit yet, let's do a couple of other things first.

    One thing you don't want is for this to be done automatically. Remember that I said you could track changes with your comments? Well, let's add the option so that you get a prompt for comments every time. How to do it?

    http://www.anujgakhar.com/2008/07/22...h-tortoisesvn/

    Why reinvent the wheel? Anuj explains it crystal clear. Go to your City of Heroes folder and do it there. From now on, you get a prompt to add a comment to a file, with the minimum number of characters you wanted.

    Another thing you may have noticed when you went to “add” the new mission file: There is an option that says “add to ignore list”. Now, select EVERYTHING in your City of Heroes directory EXCEPT the famous four folders. Right click -&gt; TortoiseSVN -&gt; Add to ignore list -&gt; Ignore XX items (where XX is the number of items selected).

    No more worrying about those files! If you don't like the little grey signs over the icons, you can get rid of them. Right click -&gt; TortoiseSVN -&gt; Settings, then select "Icon Overlays" on the left menu, and uncheck "show overlay for ignored items".

    Now, go ahead and commit the changes. Go to the root City of Heroes folder, right click -&gt; SVN Commit. Add a description, like, say, "Added my first files" and say OK. BE VERY DESCRIPTIVE. This is one of the most important steps. This is what you will read three months from now when you're trying to decipher what on Earth you did to make the carnies dance a Polka instead of shoot laser beams out of their noses. Be detailed, be descriptive, if you seem to go on forever with these it may be indicative that you may have to update with new versions more often. Click OK, and the log with changes will display.

    At this point you should be able to see the files in the VisualSVN Server window. You may want to "Refresh" to see them tho (I blame Windows).

    Also, if you "Refresh" the City of Heroes root directory you'll see a change in the icons: The modified directories will look nicely green instead of the danger red they had before. That's because you're up to date.


    3. Tracking changes.


    Of course, just adding things isn't what you want. Suppose I made a big boo-boo and deleted the wrong file, what now?

    Right click -&gt; SVN Update. Ta-da! The file is back!

    Nice, huh?

    If that doesn't work, Right click -&gt; TortoiseSVN -&gt; Revert is the safest, surest way to recover from any major screwup.

    And if you screwed really REALLY badly, just checkout a previous version

    There's a catch tho. If you have deleted a file, you'll get whatever was at the server last. But if you also modified several other files, be sure to send the to the server before you revert anything - or you may lose those changes too!

    Also, if you are using your very own personal repository, then this isn't a big worry, but if you are in a collaborative project, the file may also have been updated by other people, if you checkout the latest version because you had deleted it, you may get a file different than the one you worked before - and mess up your versioning numbers.

    That's why the Flying Spaghetti Monster invented revision numbers. See, when you update or checkout or commit, SVN will keep spitting a message like:

    "At revision 9".

    That's telling you what version of the files you're using. It's important for several reasons, which we will get to.

    Let's imagine you are working in a collaborative project, or an old revision (there are reasons to do this, which, again, I'll get to later). You have a file that SVN is telling you is different from the one at the server. You want to figure out what's different, right? Well, you're about to meet the most awesome tool ever invented: Diff.

    Select the file in question -&gt; Right click -&gt; TortoiseSVN -&gt; Diff

    http://www.walkiry.com/CoH/SVN%20Tutorial/svn2.jpg

    What you have is a wonderful text editor with colour code showing where changes are. It actually is an editor, you can go and edit the file on the right side – that's the file you have on your computer, your "working copy".

    It's hard to make it easier to see changes, isn't it?

    So, if someone has changed a file while you were away, you can get their file straight away. If BOTH of you have changed the same file, but in different places, this is where you can see where the changes were, and merge both your works into a single file with the works from everyone who modified it.

    Always check the differences if the repository has advanced its revision number.

    When the revision number goes up, someone has introduced a change. Check it out and don't overwrite it. If you had an older file and someone corrected a bug in the meantime, you could be reintroducing the bug. Don't do that


    4. Branching.


    Branching is an interesting concept, but one that has the potential of helping you inmensely. It's also more complex, so you may want to work on it for a bit. Finally, I don't think it will be entirely necessary for MiA: Stuff is not that big or complex, and just with careful use of Diff and some communication (in the case of a collaborative work) should be enough. However, I'll try to explain it a bit.

    Suppose you have a complex arc. You want a series of events for the boss fights, you want some custom critters, and you want some really cool text for the clues. That's a lot of work, right? Well, divide and conquer.

    Note: This is one of the most important things for collaborative projects. Successfully managing branches and mergers is the key for smooth collaborations and seamlessly integrating the work from several people. Pay attention!

    What is branching? Branching is, simply put, creating an alternate universe for your files. What will happen is that you will move the files to another place in the repository, where only you will be doing changes. The rest of the mission creation team can be working on the main branch. Heck, you can be working on the main branch. Typically, branching is done so that you can work on a particularly annoying feature that is going to prove difficult.

    To make it more visual, think of it as this. In a normal working day, you do the following:

    Revision 1 -&gt; 2 -&gt; 3 -&gt; 4 -&gt; 5....

    When you branch, you go like this:

    <font class="small">Code:[/color]<hr /><pre>
    1 -&gt; 2 -&gt; 7 -&gt; 8 -&gt; 9...
    |
    v
    3 -&gt; 4 -&gt; 5 -&gt; 6
    </pre><hr />

    It doesn't look like much, but think that you may be branching at different points, specially if there's more than one person working on this. If, for example, you are working on the bosses and their powers, then find out there's a typo in one of the dialogs, you may want to add the correction to the “main” branch as well as the one you're working on, without going and adding everything else. That way, if someone else (or you, if you get tired of trying to get the bosses' powers right and want to try something else) checks out to start another branch for something different, that correction is there.

    Good practice tip: Use branching when you are going to work on something new, or something you don't know much about. This way you can keep adding versions to the repository that are not working as you want them to. Try to keep the main branch with versions that more or less work, and use branching to keep track of changes that you know are going to break the mission(s) for a while until you get them right! Even for a single person, branching can keep things tidy, which is a great help.

    Branching is cheap and efficient, and quite safe. Don't be afraid to use it. And if you don't like the way things go, you can delete the branch entirely and call it a day. Don't go overboard either and create branches for every minor thing. Making a branch so that you can correct a typo would be way over the top

    Anyway, on to the meat. Say that at this point I want to create a branch, I'm going to do some fancy thingathingly on the mission and I think it's going to take me a while to get it right. So, I make a branch.

    Select a file -&gt; Right Click -&gt; TortoiseSVN -&gt; Branch/Tag

    http://www.walkiry.com/CoH/SVN%20Tutorial/svn3.jpg

    So, I'm going to be working on the thingalingy, and I'm saving it to the /branches/thingalingy directory in the repository, as opposed to the /trunk one. Make sure you select something that is not the trunk here. Otherwise you're not branching

    (To browse the destination of the branch, hit that “...” button next to the "To URL". If you want to create a new directory – and you should! - you can either right click on the "branch" folder and choose "add folder", or it's much more easy if you just do it from the VisualSVN Server window).

    After you branch, SVN will nicely remind you of what you have to do next:

    <font class="small">Code:[/color]<hr /><pre>
    Command: Copy E:\City of Heroes\CohTest\Missions\Testarc.storyarc
    to https://Jupiter:8443/svn/CoH/branche...starc.storyarc, Revision 9
    Completed: At revision: 12
    Notice: Please note:
    Notice: Your working copy remains on the previous path. If you want your next changes
    Notice: to be committed to the copy or branch you have just created,
    Notice: then you need to switch your working copy over to the new URL.
    Notice: Use the Switch command to do that.
    </pre><hr />

    Well, let's do just that!

    Right click the file -&gt; TortoiseSVN -&gt; Switch -&gt; Change the URL to the one you just made (again, use “...” to browse for it).

    <font class="small">Code:[/color]<hr /><pre>Command: Switch E:\City of Heroes\CohTest\Missions\Testarc.storyarc
    to https://Jupiter:8443/svn/CoH/branche...starc.storyarc, Revision HEAD
    Completed: At revision: 12
    </pre><hr />

    There we go, we are branched!

    So, at any time you can move between the branch you just made and the main one. Also, if you have paid attention, you must have realized that you can have different files in different repositories, you could have your SG missions tracked by your SG Subversion Server, while you track your very own local ones with your very own local Subversion Server. You can even get mission sfrom other people's Subversion Servers if they decide to share with you.

    One word about merging, which I covered before briefly, but it's worth mentioning again, because it's the typical thing that gets all the newbies unless properly warned (I, fortunately, had an excellent mentor when it came to learning Subversion, so I was properly warned ). When you create a branch and work with it, the main branch is available for you or others to work on as well. So, when you are done with a branch, you should NOT replace the current copy in the server with your own, because you may override other people's works.

    Remember the branch graph?

    <font class="small">Code:[/color]<hr /><pre>
    1 -&gt; 2 -&gt; 7 -&gt; 8 -&gt; 9...
    |
    v
    3 -&gt; 4 -&gt; 5 -&gt; 6
    </pre><hr />

    Say, you're done with your branch, it's time to merge it back to the main one! You go and put your file after revision 9... Bam! You have destroyed three revisions worth of work from other people (or, again, your own). What you do is, you start by comparing your own version with the one right after you checked the branch out (in this case, version 7). You add the changes made in that version (and this is where you discover if there are conflicts with your own work!). THEN you take the merged file and compare it with version 8, and do the same, and keep doing it until you reach the last revision (also called HEAD revision). Then it's safe to make you own file the latest, and if everyone else comes with a modified branch, it's their job to do the same walkthough you just did

    The OTHER way to do it is to, instead, check the main trunk regularly to see if anyone else has done any changes, and add those changes into the branch you have been working on. That way when the day comes and the branch is done, you can just go ahead and move the files (after you check that, indeed, you have the latest and greatests). I tend to prefer the previous method because it's : a) the same amount of work. b) you know at all times exactly how many changes you added (none! Until you add them all at once starting from the moment you branched). However, this second method is good if your work is very big, you don't want to fall too far behind – but I don't think this is a worry for MiA.

    Anyway, let's merge. First off, commit any final changes you made to your branch. Then, right click the file you want to modify -&gt; TortoiseSVN -&gt; Merge. Choose the "Merge a range of revisions". Then, with the “...” choose the right file in the /trunk, and then fill the "Revision range to merge" you can just leave blank, but it's better if you click "Show Log" and choose from the point where you branched to the latest version in the trunk. When in doubt, alway, ALWAYS check the log to make sure you're chosing the right revision (i.e., what revisions may have gone up since you started working on the branch), love the "Show Log" button.

    Now that that's commited, switch back to the trunk – the main version. To do so, simply right click -&gt; TortoiseSVN -&gt; Switch, then use the “...” to browse to the trunk and the file. Just like we did before.

    The reason to do this is that changes have to be merged from the branch [/i]into[/i] the trunk. Making it so that it's always that way makes sure the merge will be consistent whenever you do it – i.e., versions won't get confused and you may think your work is back into the main version when it actually isn't. At this point, though

    After that, right click -&gt; TortoiseSVN -&gt; Merge. Choose "Reintegrate a branch", and in the following dialog make sure you choose the location of the BRANCH with all the new juicy changes that will be merged into your working copy of the main trunk. Like so:

    http://www.walkiry.com/CoH/SVN%20Tutorial/svn4.jpg

    When you click "Next" you will be taken to a page of options that works just fine with the defaults. I recommend that you hit the "Test" button to see if anything weird happens. If it merges successfully, you're good to go, hit Merge and call it a day.

    Don't forget to commit!


    5. This branching thing is way too complicated!


    As I said before, this is a slightly complex thing that may not really be that necessary for MiA. Diff and just commit/update may be more than enough. However, if you take the time to learn it, it will prove awesome.

    The TortoiseSVN page has a good bunch of info on merging:

    http://tortoisesvn.net/docs/release/...dug-merge.html

    And as you can see they point you to the Subversion book. This is an EXCELLENT source of info about Subversion.


    6. Tagging.


    Okay, this is a lot simpler than branching (well, it's kind of a special case). It isn't even strictly necessary, but it's good practice. When I mentioned branching, I talked of the "Branch/Tag" option. What is a tag?

    A tag is merely a branch that is usually kept intact, it tends to represent something that has been released (in the case of MiA, a published mission). That way, you always have an exact copy of what's public, in case someone comes back with a bug. If there have been internal changes to the mission since release, it can be hard to track where the released version is. Instead of placing it in /branches, you place it in the /tags directory of the server.

    As I said, this is just good practice. Treat it as another repository, and only update it if you re-release a mission - by creating another tag. It's simple and easy, and trust me, eventually you'll be thankful you did this.


    7. That's it!


    At least for now, that's it! There is a wealth of information on Subversion on the web. Just googling for “Subversion tutorials” will give you loads to chew on, many of them excellently written. I also recommend the Subversion FAQ and the book online:

    http://subversion.tigris.org/faq.html
    http://svnbook.red-bean.com/nightly/en/svn-book.html

    They are fantastic resources, and will answer a lot of questions that I probably rose by making things as clear as mud. I recommend at the very least reading the foreword in the Subversion book, because it's a great description of what it is: It actually answers questions that we, the users, have, not the ones the developers wish we would have.

    8. Other version control systems.

    There are many other systems which, like subversion, will let you track files and changes as you see fit. One that popped out during our discussions as a lightweight, simpler system (because it doesn't need server/client setup, it's just one program running) is Git: http://git-scm.com/ .

    While I have no personal experience with it, there is something you have to remember (and applies to more than just Git, it applies to pretty much all version control systems out there): The principles to use Subversion, Git, and other systems will be practically the same. How you handle the repository, track changes, branch, merge files, pretty much all systems will do the same thing. They may do it in a "different" way, but the underlaying principles will be solid.