Arcanaville

Arcanaville
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  1. Arcanaville

    Not Goodbye

    I have to mention two more bugs, one of the oldest and one of the newest.

    A bug that existed from the very beginning was the fact that actually, when we zone into missions, we aren't really "moving" anywhere. We're actually being destroyed and recreated within the instance.

    That means we are not the same entity when we are inside a mission as when we are outside. And that means powers that "do not stack from same caster" WILL stack if you apply them outside, then go inside, then apply them again.

    A friend of mine used to love to exploit that bug: it was a ritual for her when running teams to tell everyone to wait outside the door, then she'd buff everyone with force fields, then we'd all go inside, she'd tell everyone to wait at the door for everyone to zone in, and then she'd buff us all again. For a brief period, we were all totally unhittable (and this was long before I7 and base tohit normalization, so that ultrahigh defense meant something).


    And the most recent bug I have to mention is Arbiter Hawk's repel magnitude bug for Ki Push which allowed low level critters to cap repel mag, and basically be propelled huge distances when hit by the power. Targets would hit walls and then follow the wall for dozens of yards. Targets would bounce off of cars. I once hit a target so far with Ki Push it despawned in mid air.

    Quite possibly the most entertaining bug ever put into the game.
  2. Quote:
    Originally Posted by GuyPerfect View Post
    That's how it works; see the file linked at the top of this post. However, that won't prevent anyone from exporting a character, moving valuables to a different character and then exporting that other character.
    True, although that would take enough work in the general case that those guys could just farm the stuff up on the new server (where do you think all my stuff comes from).

    Quote:
    Please refer to this file as an example of what will be exported.
    Wait. That's Bob the Biohazard's character description? I can't believe all this time I never looked. Its like City of Heroes turned into Metroid.
  3. Quote:
    Originally Posted by Leandro View Post
    Depends on which Issue you want. Issue 2? Possibly next week, at the current rate of developments. Issue 8? Maybe next year; there's even a leaked developer key from Issue 8 that would allow you to use the game's built-in map editor. Issue 24? Maybe in a couple of years, if the community sticks together and doesn't give up while the server emulator slowly re-implements everything.
    Hmm, I wasn't aware there was a map editor in the I8 build. I wonder if I even have an Issue 8 build somewhere.
  4. Arcanaville

    Not Goodbye

    Quote:
    Originally Posted by FlashToo View Post
    This is my favorite bug:
    That's the face-turned-90 bug I mentioned above, but I couldn't find a cap of it. It was really bizarre.
  5. Quote:
    Originally Posted by Brillig View Post
    First of all, if a 747 dropped on your house (and we'll presume that you were crushed), you wouldn't say anything, you'd be dead.
    Quite so. So lets say a 747 dropped on your house.
  6. Quote:
    Originally Posted by Kitsune Knight View Post
    EmperorSteele was referring to this:
    Bah.
  7. Quote:
    Originally Posted by _Synchrotron_ View Post
    I cobbled this together for Samuraiko, who wanted to be able to do camera spins around something, and I went overboard
    Ah, so you're the person she got to do that. She asked me about it once a long time ago, but I didn't have time to look at it then. By the time I did, I think she said someone else had figured out something for her.

    Somewhere, and I really don't know where, I have a python script that does something similar: it will generate camera paths for circular, hyperbolic, and bezier curves based on control points. It might be faster to rewrite it than look for it at this point honestly.

    The Titan hackers might be able to do one better one day. They know enough, I believe, in theory to be able to adjust the memory that the demorecords are stored in on the fly, and with that be able to alter the camera positions on the fly.

    Editing camera positions on the fly for a demorecord that's being played is, in effect, a free form navigation system without the need for a server. That's currently beyond my knowledge base and time availability, but it might be within theirs.

    But they are currently quite busy with another more critical project at the moment.
  8. Quote:
    Originally Posted by EmperorSteele View Post
    haha, Arcana got hotlink pwned =)
    Yes, Aeon got me with the last one also, the shmuck. But still, LUA scripting. The devs wouldn't have been able to keep me out of that if they deployed Hercules Titans at their front doors.
  9. Quote:
    Originally Posted by B_Samson View Post
    They stole my moon base! NCsoft stole my #$%*ing moon base!


    Oh my god they killed the moon base!

    You bastards!
  10. Quote:
    Originally Posted by Dispari View Post
    Question: How do you intend to prevent duping when people move Shield Walls and superior ATIOs and 2b inf between their 30 characters before they snapshot them?
    The programmers at Titan are smart cookies. If it was me, I would add a hash signature to the end of all exports so it could be verified the export information was not hacked after export. There is no reason to attempt to alter your stats in the export if its only going to be an archive for the character, but if it eventually gets uploaded into a game server one day, the verification hash could be used to ensure that only unaltered exports are put back into the game.

    I'm sure they either have something like that in mind, or will steal the idea the first chance they get. But I suspect their first priority is the export code: we should not presume that its a matter of cosmic law that we will in fact have until November 30th. No one has officially made that promise to us. All I've read is the intent is to sunset by the end of November.

    The clock is ticking, but none of us can see the hands on the clock.
  11. They ... added ... LUA scripting ... to ... the ... engine?

  12. Fascinating. I would love to be able to save my character data. On a pseudo-parallel effort, I've been working on trying to save the appearance of my characters in a format that doesn't require the game in this thread. Hopefully you guys will succeed and that will become redundant, but just in case, the more ways to preserve things the better I suppose.

    For the Mac users I'm wondering if its enough to install the client in Fusion or Parallels to do the export. It doesn't really matter how fast the client runs at that point, so even if the result is laggy or jumpy the important thing is if the Titan export tool works in the virtualized environment, you'll have your data.
  13. Quote:
    Originally Posted by VoodooGirl View Post
    I believe why the models are textureless when opened in Blender is that the texture/material data is not being stored in the *.obj file. Normally at the end of the file is the information that specifies where the textures are located and essentially where they go.
    I'm certain that's the reason: what I haven't investigated is how to put them there correctly.
  14. Quote:
    Originally Posted by Thor's Assassin View Post
    I am guessing beta is down for good now? I was trying to get in there to get some shots and just get ques now. So frustrating to have so many improvements so close and never get them to live.
    They killed the Beta server already!?!?!?!?!?




    Seriously, WTF NCSoft.
  15. I will always remember how Black Pebble left me stranded at an airport in the middle of the night. I didn't even have a kitten at the time so he was only torturing a human. It still would have been cool if I didn't end up having to take the Zwillmobile and share Andy's car with his favorite set of Mountain Dew bottles (is that spelled with a Z or an S? I keep forgetting).

    Funny only now you mention demorecords. I've been known to hack a demo or two. I was one of the first to figure out how to use those to time attacks for the Powers Quantification Project way back when. I used them to do all sorts of cheaty things like find blinkies - I used demorecords to hunt down and help some players take down Caleb. And I've edited them to figure out how the demo command system works. Oh, and how to hack the animation system. Yes, its hackable. Some of the stuff I did, 50/50 I was going to get Bug Hunter, or a lifetime ban, so I kind of kept it to myself.

    I'm sure I sent you some info about this when I first looked at it (through Zwillinger, possibly before you had a red name: coward!) but I'm trying to see if I can maybe do one last thing with demorecords for the community: http://boards.cityofheroes.com/showthread.php?p=4369050

    I would have been harassing you to figure out a way to get these made to offer to the players, incessantly, until no amount of puppy-kicking would soothe your nerves. I think it might have been you that said the models CoH uses could not be used to make 3D figurines. Arcana 12: Rednames: 0. Mu hu ha ha ha!
  16. Quote:
    Originally Posted by Dr. Aeon View Post
    I have to respond with my first memory meeting Second Measure. I had barely been working at the studio for a month when I was told to help Protean and another designer interview a candidate for a job as a producer.

    The request was last minute, as the designer who was supposed to be the third was out that day. We all walked into the interview, but I had a shameful secret: I had no idea what a producer was supposed to do. All my questions directed towards Nate were partially to see his answers, but mostly to try and piece together what a producer does. One of his answers still stick in my mind, it was to the question regarding how he saw himself operating in the team. Nate said, "I'm going to do everything I can to help support you guys so you can focus on making great content."

    When we walked out of the interview, I asked the other designers if it went well. They said it did, and I can safely say now, knowing what a producer does, that Second Measure was an awesome producer and great friend.
    I just assumed when he came in for the job he raised his arms, slammed his fists through the table, and said "Nate smash puny devs!" and you just started handing him some keys and a parking pass.

    Although, I found an interview with Nate for a previous game, and I have to say he photographs well:




    I've always said that the AE, for all its flaws, was a system with enormous untapped potential. But one bit of potential that wasn't untapped was finding talent, and it was obvious from early beta that you "got" the AE, and you could leverage its strengths and sidestep its weaknesses to make great content. You showed what the potential of the Architect was, and the Architect showed the potential you had. And I believe Paragon Studios gained a great writer when they brought you on board. I have always liked your writing, and I think you brought a unique sensibility to the stories of the game.

    From one person that loved the Architect to another, I regret we didn't eventually get to work on something together. I know it would have been great. Thanks, and take care.

    [Oh, and my mailbox is open to you as well as all the other Paragon devs. Drop me a line if you feel like chatting.]
  17. Quote:
    Originally Posted by Snow Globe View Post
    That is causing me some problems. People keep asking if I ever was on the payroll. The closest I got to that was gladly PAYING for my subscription, so in a sense I was a part of the payroll source.
    It says something interesting about this game that the players thought anyone and everyone could have been part of the dev team. The line between developer and player was blurrier here than anywhere else. Except for the part where Positron and War Witch outvoted all of us all the time and none of us got paid (mostly) and sometimes the devs kinda ignored us and marketing always kept the best information from us, this was very much a community supported game.

    Oh, and the ban stick. Except for that.
  18. Quote:
    Originally Posted by BellaStrega View Post
    Huh, it appears you'll never catch up with my post count.

    - Kali
    I finally did.

    /em Cartman dance
  19. Quote:
    Originally Posted by That_Ninja View Post
    The reason CoH failed was because it didn't rake in enough revenue, meaning it had a low population of players. So if all those players boycotted NCsoft, it wouldn't amount to anything. The only real way to hurt NCsoft financially was to keep CoH running.
    City of Heroes didn't fail, City of Heroes was killed. If a 747 dropped on your house, you'd say you were killed, not you failed to find a safer dwelling.
  20. Quote:
    Originally Posted by RagManX View Post
    I just wanted to say I am in awe of the knowledge evident in this thread. I have a few characters I would love to have as custom 3D models. If only this work could progress enough to be viable in time for us normal folks to get the models extracted in hopes of finding someone to print them.

    RagManX
    Make a demorecord of the models you want to save. That captures the information for all time. If we get there fast enough, even if the servers shut down you'll still be able to use the information to get the models in a form someone else can do something with.

    And I'm not one to be paranoid, but I disabled client updates in NCLauncher and backed up my test, beta, and live clients. I'm not pushing anything into the clients until I know what it is first, and with backups of the clients I will always have the ability to run a demorecord. Which means I will always have the ability to make videos of anything in a demorecord. And it means I will be able to print anything captured in a demorecord, if the technology becomes available to do so.

    DEMORECORD, DEMORECORD, DEMORECORD. Its one of the best ways we have to retain some memories of the game if and when it ends, and it was always one of our fairly unique features.
  21. I have a potential fix for the problems of characters being fragmented and then squished onto the origin. If you're having trouble with capturing .OBJ files, try this:

    1. Add this command line switch to City of Heroes: -useTexEnvCombine

    You can add that within the NC Launcher under Properties for the game, at the bottom, in the "Extra Command Line Parameters (Advanced) box. If you are running demorecords, you can add that to the command line for however you do that. For now, I've been skipping demolaunchers and just using a shortcut, but any way to inject that command line switch should work.

    2. At the bottom of gliConfig.ini, uncomment out these lines:

    // ExtensionOverride = ("GLExtOverride/GLExtOverride.dll")
    // {
    // RemoveExtensions = (GL_ARB_vertex_program, GL_ARB_fragment_program);
    // }

    But change the RemoveExtensions line to read this:

    RemoveExtensions = (GL_ARB_vertex_program, GL_ARB_fragment_program, GL_ARB_vertex_buffer_object)


    Bottom line it should look like this:

    ExtensionOverride = ("GLExtOverride/GLExtOverride.dll")
    {
    RemoveExtensions = (GL_ARB_vertex_program, GL_ARB_fragment_program, GL_ARB_vertex_buffer_object)
    }



    Apparently if you try to disable those extensions without the -useTexEnvCombine flag the client doesn't autodetect they are gone and tries to use them anyway, causing a crash. If you add that flag, the client shouldn't use them either way, but I disabled them in the config anyway just to be on the safe side.

    The net result is the game client doesn't attempt to use vertex programs anymore, which are OpenGL programs that can adjust the shape and location of meshes on the fly. Without them, everything ends up captured in their default positions, which is why everything is scrunched up and in pieces. In effect, this switch reverts the client to the pre-Ultra mode days of being stuck at OpenGL 1.1. But interestingly, even when Ultra mode is disabled in settings, the client still uses higher 2.x constructs, just with less enhanced detail.

    Anyway, try that everyone, and please report on your progress and whether it works or not.

    Also, I'm still working on some documentation for what to do with these OBJ files, but a cautionary for those not knowledgeable about what's going on. You can capture something that you think is wrong, but is actually right, if you don't understand how the game works. For example:



    This just looks like another failure. A cape, floating in a blob of triangles. But:



    Notice the model is actually perfectly intact and assembled. Its just surrounded by a cloud of geometry that is being used by the FX engine to paint the auras and power effects surrounding the model. Just delete those, and the model will be there inside.

    Just because you don't see it in-game, doesn't mean its not there. There are all sorts of invisible geometry floating around that is used to "paint" power effects in the air. Be careful that you didn't get a good capture, but it just didn't look like it.

    And FYI, that capture is from in-game, from the Live client, thirty minutes ago, using the recommendations I posted above.


    A couple of other caveats:

    1. Capture in small enclosed spaces when you can to reduce the size of the OBJ export. I notice many 32-bit 3D apps choke on outdoor busy exports. 64-bit Blender seems to do much better.

    2. Turn off auras and powers when capturing unless that's really what you want and are looking to experiment with texture mapping. It'll just make the capture busier and add work.

    3. Captures work from demorecords, and demorecords can run standalone without the servers. So if nothing else, demorecord what you want to keep. Later, you might be able to 3d capture from those demorecords and export to other programs or a 3D printer even if the servers are gone.
  22. Arcanaville

    Not Goodbye

    Quote:
    Originally Posted by srmalloy View Post
    Two of my favorite bugs were from the beta of inventions, and I got the Touch of Lady Grey: Chance for Negative Damage proc. In its first incarnation, the proc would, when it went off, literally do a negative amount of damage to your target, healing it. That was fixed, to be replaced by a different bug, making the enhancement into what I referred to as 'Touch of Lady Grey: Chance to One-Shot' -- when the proc went off, it would do some huge multiple of your target's base HP as its damage. Looking to see how far that went, I took the character with the enhancement slotted out to Crey's Folly and literally -- the first attack -- one-shotted Jurassik, doing '4.083e+006' points of damage to him. While laughing at the image of Jurassik falling over like four tons of bricks, I thought at the time that it was nice to see that there was a graceful fallover for amounts of damage too huge to be displayed in the normal numeric format.
    Trivia fact: that's what Steel Canyon exploding buildings do: they hit you for 107x your own health in unresistable damage. I believe that this first happened as a bug introduced into the game long ago, possibly back in beta, and a dev liked the behavior so much he did it deliberately for the Steel Canyon buildings. Then it was forgotten until The ToLG bug.

    Also: this is a case of tagging damage Cur instead of Abs - multiples of current rather than absolute points. That's the difference between dealing 100 damage and 100xTargetHealth damage. The Indominable Will bug mentioned above was a case of tagging a resistance power Cur instead of Res. Buff Psionic Res and you get psionic resistance. Buff Psionic Cur and you deal Psionic Cur damage. Except that number is positive and not negative, which means in dealing a positive value instead of negative it actually delivers a Psionic typed heal.

    *And then* resistance buffs like all buffs normally have a duration. But damage doesn't. And now we know what happens when you give damage a duration, but no activation period. The game tries to apply the heal as fast as possible, constantly during the duration. Which is about eight times per second.

    For those who have never seen it before, this video probably shows the delivery of the highest amount of damage the game could deliver reproducibly in a non-bugged situation: http://www.youtube.com/watch?v=jTAcSMg6gp0

    That's the Protector server, doing what I suggested on the forums would be generating the most damage in a single attack: pulling Kronos onto a Steel Canyon building, and watching the detonation hit for about 24 million points of damage (unfortunately, no floating text).

    We are crazy, crazy players.


    While I'm posting videos, here's some that fall into a miscellany of "probably not working as intended"

    The strangest death animation ever: https://www.youtube.com/watch?v=P4S_Nhq2E4o

    The most determined Tsoo of all time: https://www.youtube.com/watch?v=Xr-ClKBPvEM

    The silliest thing I did testing the Architect during beta: https://www.youtube.com/watch?v=RT_fnT_qnaI
    (And yes, one does eventually kill the other in that video)
  23. Arcanaville

    Not Goodbye

    Not necessarily the most favorite bugs, but some of the classics:

    1. The "someone forgot to modify the spawn table" bug that caused all the critters in an instance map to spawn as MekMen. And sometimes the civilians as well.

    2. The "baby boom" bug that caused Indy port to fill with so many civilians many players couldn't enter the zone without lagging out completely.

    3. The "where is everybody" bug that sometimes caused players to zone into a mission unable to see other team mates or enemy critters.

    4. The "is it a bug or is it a feature" that allowed players to post pictures into global chat for a brief time.


    The bug I never reported, because I never got a chance to test it to see if it really worked:

    Reichsman's immense strength at the end of the two 5th task/strike forces is due to a power that buffs him. Unlike most AVs that just have purple triangles, he has a passive power that permanently buffs him. But its not actually permanent. The buffs last 999,999 seconds. And the activation period is zero. I believe activation period zero has an undocumented behavior where the power ticks once and only once. So 11 days, 13 hours, 46 minutes, 39 seconds after he spawns in that mission, I believe those buffs vanish.

    I was going to try to solo him on my Blaster for both Master Of badges using that bug to see if it worked, but I needed a 12 day period where the servers would not be reset to do it. Which only happens occasionally during long holiday periods, like around Christmas and New Years. I missed last year, and was going to try again this year.

    Its a silly bug, but I was planning on taking video of it and seeing if anyone could have guessed what was happening in the video if it worked. I think a dev thought it could work, because that power originally buffed for only 99,999 seconds. Only slightly more than one day.
  24. Quote:
    Originally Posted by Tic-Toc View Post
    As the person who got power customization implemented in CoH, this post is full of crap.

    Jack never said nuffin about power-customization. It was probably me that said something about it and probably before the switch from working for Cryptic to working for Paragon (or shortly after). At the time, it was impossible. We didn't have the code to support it and it would require rebuilding every single player power effect, something that just wasn't feasible for one person who was the sole animator and VFX artist on the project at the time.
    My memory of this is extremely solid. Jack never said anything about power customization per se. You did: you never said it was impossible either; what you said was that as the animator for the game it would take a ton of work and you didn't think the engine could support it, so you didn't see it ever happening with this engine.

    Other players starting quoting you as saying it was impossible, and *I* said, repeatedly, that a) you did not say it was impossible and b) you were probably wrong about the engine not being able to support it (it would still take a ton of work). And somewhere I have a copy of the post where you said that in fact, as you were not a programmer, your guess as to what the engine could support was just that: a guess.

    People invent the narrative they want regardless of the facts. Its a subject I discussed with BaBs during his time here, in fact.


    And I cannot stress this enough. Jack had his failings as a game designer, but without his vision, there would be no City of Heroes. Jack's vision is why we have a game at all, and not distant memories of a vaporware superhero game from 2003.

    Every design lead and every designer has a vision: an internal compass that tells them that within the parameters they are allowed to work in, this is what they think the game should be. Every developer at Paragon Studios I've talked to from Jack to Positron to Castle to even BaB has shared with me their creative vision. Without that creative vision, you're a monkey with an accordion.

    And while we're at it, however angry players are at NCSoft, and there is probably very good reason to be, the other thing that just doesn't fit into easy narratives is that it wasn't the design team turning over that allowed us to get all the things Jack "refused" to give us. It was NCSoft, and more importantly NCSoft's money that did that. NCSoft was willing to invest more in the game than Cryptic could afford to, and that's why there's an explosion of development after the buyout.

    The real world does not have many villains that twirl mustaches. Without Jack, there would be no game. But Jack was not the best details guy, and he frankly was less interested in supporting games than launching them. In the short run, CoH needed his vision and focus. In the long run, we needed people like Positron to guide the game over the long haul. Without Cryptic's ability to support the game on a shoestring, the game might have died soon after launch. We needed that Spartan mentality, when only a Spartan mentality would have worked. But the game flourished in terms of development when a company like NCSoft gained the opportunity to take it and run with it, while Cryptic went off and did what it was better suited to do: design, create, and launch smaller MMO titles (I'm the singular originator of the Jack seeing himself as Johnny Appleseed theory as far as I know anywhere in print). Without NCSoft, we would not have much of the game we're now cursing them for destroying. If they had decided to pass on buying us, where do you think we'd be now?

    The truth is nothing and no one was perfectly good for the game or perfectly bad for the game. The truth is complicated and messy and full of different people with different agendas and different viewpoints. The truth is hard to determine and appreciate.

    Which is no excuse for replacing it with an easy fiction.


    Companies are bad at keeping secrets for long. If Perfect World decided to sink City of Heroes, that story would come out. Hell, there would be no reason for NCSoft not to deflect blame from themselves by trumpeting that fact. The fact that they are not doing so strongly suggests to me that theory is a hallucination. In the meantime, there may be good reason to hate NCSoft as a corporate entity, bearing in mind 99.99% of its employees had nothing to do with this decision. But if you have to alter or ignore the facts just to create a comfortable narrative, then you're no longer fighting the good fight. You're just this guy:




    Quote:
    God, it's nice to not be a redname anymore. I can say things like metric ****-ton!
    I doubt Cryptic wants you saying metric ****-ton on other MMO boards, but then again at this point who gives a ****. I certainly don't give a ****. Last I checked, I was all out of ****. I had to borrow **** just to give the last ****.

    Still, that's one reason why I don't have a red name either.
  25. Quote:
    Originally Posted by Positron View Post
    Did you just admit we contracted you to do powers work for us? I thought we were keeping that secret because players might have thought we were playing favorites.
    Yeah, but somebody forgot to grab a copy of a stand alone instance for me before they locked the doors. Also, it seems less problematic now that 15% of the playerbase seems to be coming forward to admit having been on the payroll.

    Quote:
    What players should realize is that you had a skill we coveted and were willing to throw money at to get. We couldn't hire you out of Hawaii, so we did the next best thing. You helped make the game better, and you helped make my designers better. Thank you, Arcanaville.
    You are most welcome.