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It reads: "...each will receive an alternate animation for their powers." To me, that sounds like one alternate animation for each power, excluding maybe Taunt.
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Exactly how I took it, as well.
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There will not be an alternate animation for every power, but the potential to add new animations or even plug in existing animations that work for the power is there.
Right now we have an alternate animation for Jab, Punch, Haymaker, Foot Stomp, and Knockout Blow that are intended for players who want to play a more 'heroic' super strength character (compared to the somewhat smashy super strength that we have now). Most of those are completely new animations. -
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I hate this bug.
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512125125You know, there's something just all-around nice about seeing dev hatred for a bug.
Here's to a successful hunt.
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The only bug I don't hate is the one with using any power that calls the "Smashcast" animation while you have the Nemesis staff in hand.
I've been very slow to 'fix' that particular one. -
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I'm trying to get it to go off, but so far all my chat entries have been clear of wwwwaaaaasssstrash.
110020000110001000000Can anyone verify that this bug is gone?
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I hate this bug. It's a minor issue ultimately since it isn't crashing servers or corrupting data, but it is highly visible, distracting and annoying.
What's broken and why is it taking so long to fix? The key problem here is way back when, someone decided it would be a good idea to have three separate keyboard input interpreters and any changes done have to play "house of cards" game with the three. The current set of bugs began appearing a while back when we started making changes to implement the mission editor, which morphed into the Mission Architect.
I've no doubt that it will be fixed at some point; I just wanted to basically point out that, yes, we're aware of it and yes, we are trying to fix it. It's just an enormously more complicated task that it "should" be.
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It's pretty fun to wander over into programmer land and causally ask, "So what's up with the chat bug?"
They have said that not having reliable repro steps makes this particular bug nigh-impossible to track down, so if anyone can figure out a way of making this happen 100% of the time, I'm sure those guys would name children after you or something.
I'd even push for Posi to hand out the vaunted 'badge-which-must-not-be-named" -
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Especially since Lothic (last I checked) still not happy that the dves took the time to change the alakazamreact emote to bring up random objects when one the juggle emotes still don't work when hovering (even after it was pointed out that it BAB said it was fixed but got broken again).
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That was me...but in my defense:
1) I didn't know that the juggle emotes weren't working with flight at the time (technically, they were working, they were just being immediately interrupted by the flight idle animations)
2) It took about 10 minutes to copy the giant list of FX GEOs from Propel, and then remove the ones that were way too big
3) It made me giggle like a schoolgirl for a solid couple of hours. -
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It still hasn't been denied that I16 is the synchronization patch for Going Rogue.
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It hasn't?
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Not when BAB says it.
He may be a good Dev (in fact I know he is) but basically nothing he says in this forum about things happening in the future can ever be completely trusted 100%. He has a bad habit of having "limited" credibility in that area whether on purpose or not. Ironically if he's telling the truth here he's "embellished" other statements so much it's hard to take him at face value anymore. *shrugs*
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Harrumph! -
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Whenever we coaxed a redname into talking about power customization, they'd always say it was a huge amount of work. My response was always, "I don't care, I want power customization, do it anyway." Well, I'm gonna get my wish come issue 16, so now I want to know: how long DID it end up taking? How many man hours was it? Obviously they're not done yet or we'd probably be in beta, but once they finish I want to know how long it took. For posterity.
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I'll let you know when we're done... -
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It still hasn't been denied that I16 is the synchronization patch for Going Rogue.
As was pointed out in a different discussion I6 was not City of Villains, it was Along Came a Spider which added 3 PVP Zones to the Hero Game and included a graphical update.
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It hasn't? -
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Bigger bug: The new patch has frozen all animations on the character select screen and costume creator. Characters don't breathe or do idle poses, and the capes/wings freeze in place like cardboard. While that part doesn't hurt anything, auras aren't animating either. Auras are invisible on frame 1, making them impossible to properly edit in the costume creator.
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Just a head's up, we've verified this issue in this particular incremental build. Not sure what's caused it, as we can't even replicate with the latest code/assets, but the programmers are looking into it.
Right now, it appears to be purely cosmetic, and only affects characters in the costume creator/tailor screen. So we're considering it a non-critical, but high priority bug. If anyone knows of any similar effects outside of those areas, please let us know as soon as possible. -
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Just saying. We were told more info for I16 in July, now it's July.
MORE I16 INFO NAO!
Er umm... More Issue 16 info please?
Edit: Just for fun.
Positron
Back Alley Brawler, BaBs
Castle
Hero 1
Manticore
Sunstorm
Synapse
War Witch
*Wonders if that will somehow summon any red names.*
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Technically, July 31st, 11:58 PM is still in July.
However, I would expect more juicy details by no later than Comi-con. -
Just an update, every issue reported here has been entered into our internal bug tracking software, and we're going to be addressing them over time.
This post is also a bookmark to help me identify new issues. -
Just an update, every issue reported here has been entered into our internal bug tracking software, and we're going to be addressing them over time.
This post is also a bookmark to help me identify new issues. -
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If the post still exists, Castle mentioned that he came in around I6 when talking about the changes to Energy Melee. BABs' start date was said by the man himself during a conversation in the Beta Testers global channel during the I15 beta.
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I was in the process of moving to Cali to start working at Cryptic on CoH/CoV when my car's engine exploded in Wyoming. I spent about 4 or 5 days in a hotel room playing Issue 7, which had just been released.
That is the only way I know how long I've been working on this game...because of playing Issue 7 in a hotel room in Wyoming.
I've played the game since roughly 2 weeks after launch. -
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How about removing the fall damge from Super Jump it is kind of silly to take damge like you do when you fall from a high point when using super jump. And on a side note please add a sound effect to drain psyche in the MM set.
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Frankly, I think if you take super jump or even super strength without invulnerability, you should kill yourself doing just about anything. -
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Also, given J_Bs posting history it's pretty clear what he means.
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I'm very familiar with Johnny's campaigns and posting history, but I'm just not clear on what the inference is.
Whether or not any powers ever get alternate animations has nothing to do with luck. I've never personally been against the idea of having alternate power animations, quite the opposite. We've simply lacked the tech to do that and the time to create said animations.
The infamous knockout blow animation wasn't even something that I animated, so I have no attachment to it and don't feel any need to defend it's quality. I happen to like it, I know plenty of others do as well, and I know a great deal of people who don't.
What any of that has to do with 'knowing BABs' and the likelihood of this happening at any time is where I'm confused. -
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I love what KO blow does, I hate how it looks doing it.
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Hey, if we're really lucky, i16 will allow alternate animations for our powers.
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Knowing BaBs, we would have to be astronomically lucky.
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I think I know me, and I have no idea what you're inferring. -
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I DID bug it, and I DID post on the forums about it. I don't know what else was expected.
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And we're very appreciative that you took the time to do so. I don't want you guys to infer that bugging things in game is useless, just that it's only one avenue to bring things to our attention. We get bugs from many sources. Sometimes they come from QA, sometimes they're pulled from the forums, other times they come from PMs or even personal experiences.
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BackAlleyBrawler ,
Did you see that it was posted on the forums 8 days ago? I can link it again if you need it.
(I'm not being snarky. I'm seriously asking.)
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No, I didn't. I'm pretty busy here right now with Issue 16 and I don't have the luxury of being able to read every post in every thread. Most of us are lucky if we can find a couple of hours every few days to just skim through and catch what we can.
I can't say that no one knows about the bug, just that I personally hadn't heard about it and Castle hadn't heard about it either. It may be sitting in programmer land right now or our QA department might be verifying it. *shrugs* -
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I DID bug it, and I DID post on the forums about it. I don't know what else was expected.
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And we're very appreciative that you took the time to do so. I don't want you guys to infer that bugging things in game is useless, just that it's only one avenue to bring things to our attention. We get bugs from many sources. Sometimes they come from QA, sometimes they're pulled from the forums, other times they come from PMs or even personal experiences. -
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LOL, I can't imagine no one bugged that STF bug.
Methinks BaBs may have been out of the loop on it.
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After a quick chat with Castle, no...it appears we weren't aware of this particular issue. He's chalking it up to some recent changes with AI and we're going to evaluate what might have changed and how it affects the task force.
I've done a bit of poking around on the forums and there appears to be conflicting reports on how much of an impact this is having. Some are saying it's now impossible, others have said that it's noticeable, but still manageable. Bottom line is, we're aware of it now and we're looking into whether or not anything needs to be changed.
For things like this, that have a very dramatic impact on game play, cause crashing, affect a lot of people, can be used as major exploits, etc...it'd be really helpful if you could bring those issues to the forums where they have a chance of being immediately and directly seen by us.
In game '/bug' reports go directly to QA in Austin, who shuffle through them, verify them, and add them into our bug tracking database before sending them our way where they get doled out to individuals to fix. That process can take a long time. -
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Still no stf fix?
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Which STF fix were you expecting? -
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Hm, I'm pretty sure there's no cutscene during the TF, but the SF has one. I think I know what thing you're referring to here, though...
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Yes, sorry. I've never adopted the whole 'call it this on one side, but this on the other'.
I wasn't sure which side the cutscene took place on, but it's the one where you're rendered unconscious. -
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Even the patch notes don't seem to have a lot of the nice little features of this issue.
Like I just did a kidnap mission, and the hostage shows up on the map as a small green arrow. Very handy.
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Something that I haven't seen any comments on is the visual effect applied to characters at the end of a cutscene during the Anniversary TF. It's a screen-space effect, something that doesn't exist anywhere else in the game, which required whole new tech to make happen (and which we're already trying to figure out ways to utilize elsewhere). -
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Yeah, I know about those. I just want them like the ones that you can just click on in game already. You know, the emote icon down next to chat? Click on that and have them all come up...All of them, not just what is there already.
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I don't really have time right now to go through the quickchat menu and correlate it with our list of emotes to see what's missing. I also can't add any emote that's restricted by a badge, vet reward, invention, or booster pack.
But if someone would like to give me a list of emotes that everyone can use but aren't in the quickchat menu right now...I'll add them in. -
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Yeah. Hey Babs, do you think maybe we could get a list of ALL of the emotes *in* game please? Like the one we already have, but all of them. There are so many I forget about it isnt funny, and I have always wondered why all the emotes wasnt in the list that you can bring up where you can just click on them instead of having to type them in.
Think maybe, please please, huh huh?
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Return to Neutral<ul type="square">[*]None[/list]Regular Emotes<ul type="square">[*]Lecture[*]Explain[*]Disagree[*]Roar[*]AFK[*]Newspaper[*]Frustrated[*]Drat[*]Shucks[*]Sleep[*]AssumePositionWall[*]AlaKazam[*]AlaKazamReact[*]Akimbo[*]Wings[*]Angry[*]Attack[*]BatSmash[*]BatSmashReact[*]Backflip[*]Binoculars[*]Crouch[*]BigWave[*]OverHere[*]Flip[*]Research[*]ResearchLow[*]Down[*]Bowdown[*]Bow[*]Sorry[*]FancyBow[*]ElegantBow[*]Praise[*]Camera[*]Cellphone[*]Cheer[*]Rooting[*]WaveFist[*]Clap[*]Victory[*]Champion[*]Winner[*]TheWave[*]Chicken[*]CrossArms[*]CurseYou[*]Noooo[*]Clipboard[*]DropBoombox[*]Boombox[*]BB[*]Dance[*]BBDance[*]BBTechnoid[*]BBRaver[*]BBMoveOn[*]BBQuickie[*]BBYellow[*]BBElectroVibe[*]BBLooker[*]BBAltitude[*]BBWindItUp[*]BBBeat[*]BBKickIt[*]BBCatchMe[*]BBShuffle[*]BBJumpy[*]BBDiscoFreak[*]BBMeaty[*]BBInfoOverload[*]BBWahWah[*]BBNotorious[*]BBDogWalk[*]BBPeace[*]BBSpaz[*]BBHeavyDude[*]BBVenus[*]Dance1[*]Dance2[*]Dance3[*]Dance4[*]Dance5[*]Dance6[*]DustOff[*]Drink[*]EatDonut[*]Donut[*]EatFood[*]Eat[*]Food[*]FlippingCoin[*]Fishing[*]Fear[*]Afraid[*]Scared[*]Cower[*]Flashlight[*]FlashlightUp[*]FlashlightDown[*]Flex[*]FlexA[*]FlexB[*]FlexC[*]Flex1[*]Flex2[*]Flex3[*]Welcome[*]BuzzOff[*]GoAway[*]Handsup[*]Surrender[*]HoldTorch[*]Howl[*]Invent[*]KissIt[*]GetSome[*]Kneel[*]Crack[*]Knuckle[*]Knuckles[*]MartialArts[*]Kata[*]Laugh[*]Laptop[*]LaughToo[*]Laugh2[*]BigLaugh[*]WallLean[*]Ledgesit[*]ListenPoliceBand[*]DontAttack[*]No[*]Panhandle[*]PeerIn[*]Protest[*]Hmmm[*]Plotting[*]Paper[*]Point[*]What[*]Huh[*]Shrug[*]ReadBook[*]Rock[*]RollDice[*]Dice[*]FlipCoin[*]CoinToss[*]Coin[*]Burp[*]RaiseHand[*]Stop[*]Scissors[*]Salute[*]MilitarySalute[*]AtEase[*]Lotus[*]Yoga[*]Grief[*]Score1[*]Score2[*]Score3[*]Score4[*]Score5[*]Score6[*]Score7[*]Score8[*]Score9[*]Score10[*]SlapReact[*]Scheme[*]Plot[*]Sit[*]SitChair1[*]SitChair2[*]SitChair3[*]SitBench1[*]SitBench2[*]SitBench3[*]SitBench4[*]SitExecutiveChair[*]SitStool[*]SitTable1[*]SitTable2[*]Slap[*]Smack[*]ThreatHand[*]SmackYou[*]Screen[*]TouchScreen[*]Slash[*]SlashThroat[*]Talk[*]YoureWelcome[*]Thanks[*]ThankYou[*]Teabag[*]DrumDance[*]Hand[*]TalkToHand[*]JumpingJacks[*]Typing[*]Type[*]EvilLaugh[*]ELaugh[*]VillainLaugh[*]VillainousLaugh[*]Muahahaha[*]Waiting[*]Wave[*]Hi[*]Whistle[*]Wounded[*]Yata[*]YataYata[*]Thumbsup[*]Yes[*]Nod[*]Idle1[*]Idle2[*]BeatChest[*]Tarzan[*]TauntA[*]Taunt1[*]Taunt[*]TauntB[*]Taunt2[*]FlyPose1[*]FlyPose2[*]FlyPose3[*]FlyPose4[*]Drum[*]DrumLow[*]FloatBooks[/list]Badge Restricted Emotes<ul type="square">[*]Dice7[*]ListenStolenPoliceBand[*]MATablet[/list]Wedding Booster Pack Emotes<ul type="square">[*]Propose[*]Proposal[*]MarryMe[*]PoptheQuestion[*]MarriageProposal[*]ProposeMarriage[*]Rice[*]ThrowRice[*]RiceThrow[*]Confetti[*]ThrowConfetti[*]ConfettiThrow[*]RosePetals[*]ThrowRosePetals[*]RosePetalsThrow[/list]Cyborg Super Booster Pack Emotes<ul type="square">[*]RobotDance[*]RoboDance[*]DanceRobot[*]Dance7[*]PowerDown[*]RobotPowerDown[*]PowerUp[*]RobotPowerUp[/list]Magic Super Booster Pack Emotes<ul type="square">[*]Juggle[*]JuggleBalls[*]JuggleMagic[*]JuggleFire[*]JuggleElectricity[*]MagicCards[*]CardTrick[*]CCPrestoChango[*]CCLightning[*]CCSpin[*]CCCast[/list]Science Super Booster Pack Emotes<ul type="square">[*]CCDrinkFormula[*]CCSuperSerum[*]Experiment[*]MixFormula[*]Calculate[/list]Costume Change Emotes<ul type="square">[*]CCBackFlip[*]CCHowl[*]CCEvilLaugh[*]CCSalute[/list]Restricted Costume Change Emotes<ul type="square">[*]CCPeacebringer[*]CCWarshade[*]CCVanguardSigil[/list] -
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Argh.
/em flip now ends with you permanently in the "idle ready" animation. The one where you have one foot forward, and females are arms akimbo.
This used to put you in the "hands on hips" animation, and leave you in the idle animation swap loop (moving between hands on hips, arms crossed and foot forward)
This probably seems like a silly thing to be frustrated by, but I used /em flip to force characters into the idle cycle for screenshot and demo purposes.
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I kinda like the new version. Maybe what we need is /em idle so you don't need to use a workaround to get you into the animation loop you want?
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Try /em Idle1 or /em Idle2. I put those in back when we did the wedding event.
Between those and the /em akimbo /em crossarms emotes, you should be able to get the stance you're looking for -
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I guess it's nice they had time to add new random visual effects to the alakazamreact emote.
But when are they going to allow the juggling emotes to be used while Hovering?
I suppose a person could easily argue that both of these emote QoL improvements are highly questionable uses of the Devs' time and effort. But at least having versions of the juggle emotes that work while Hovering would seem a tiny tad bit more visually satisfying (if that's the right term) than the alakazamreact emote being random. Oh well.
Hovering while doing the CardTrick or ThrowConfetti emotes look so dang cool.
I'm sure juggling while Hovering would look equally nifty.
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Er? That should work. I'll look into why it's not.
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I recall sending you a list of all the emotes that do and don't work while flying. Since you never replied I just added the info to the wiki.
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Yes, at one point the juggle emote didn't work while flying because we simply hadn't done an animation for it, but that's no longer the case. I looked into it, and it just wasn't flagged correctly. Simple fix.
Just FYI, I did a massive overhaul on emotes and encounter animations during I15. Both to get emotes set up so they could work with the various combat modes and also to fix many broken encounter animations (used by spawns and MA custom animations). I'm sure there's a number of bugs with various things, and I just realized that I didn't update the zombies, beasts, or robots to the new format...which means that Kheldians in dwarf form and mastermind henchmen are a lot less emotive than they were before.
I'm going to try to get that fixed in a timely manner, but it's obviously lower priority than a lot of other things in the works right now.