Daitenchu

Recruit
  • Posts

    29
  • Joined

  1. How on earth did I miss this when it was first posted?

    Belated celebration! Horray!

    ...and man the, like, raw sexiness of Samuel_Tow's contributio was not totally conveyed just looking at it by itself. It's freaking gorgeous up there with the postcounts and stuff.
  2. Male and Huge models are missing some of the half helmet details.

    Male>Half Helmits>Detail 1> Full Blast Shield

    is missing (or was never there).

    Huge>Half Helmits>Detail 1>Full Blast Shield
    Huge>Half Helmits>Detail 1>W-Shield

    are missing (or were never there).

    Also;

    Female>Half Helmits>Detail 2>Mandible

    is missing (or was never there).

    Jay is sexy.
  3. Aloha and mihalo;

    Male>(any Lower Body)>Boots>Wrap have a small tear on the heel. This is present in every Male iteration of >Wrap, but not >Chain Wrap or either costume with Female or Huge.

    I have the vaguest sense this was reported already. Oh well! Jay is sexy, in any case.
  4. [ QUOTE ]
    The santa gloves and boots are not available for any robe, jacket, trenchcoat option that has sleeves. The reason, i assume, is due to clipping issues but the problem with that is that it stops many very good combinations when using the short rolled up sleeves or the torn off sleeves.

    [/ QUOTE ]

    An easy solutions to this seems to be move Rolled and Torn sleeves into the Sleeveless mesh and call it something else.
  5. Ack. Double post?

    [ QUOTE ]
    Say um could someone add the Samurai armor options to the armored sections of the costumes....

    Seams kind of silly to have skin tight bulky armor in my opinion.

    [/ QUOTE ]

    You might want to try layering the Samurai armor peices over the "Baggy" and "tucked in" meshes - this is, for example, the way they are shown in the Veteren Reward page screenshots, and gives you that "bulky" samurai effect you are looking for.
  6. A few texture options available on Female>. . .>Gloves>... are not available with and of the 3 Robotic Arms - namely the hooked texture. May be more inconsistancies between the other torso meshes, but I didn't look into it very closely today... maybe I'll do that later if nobody else does. Yay for lazy. Jay is zexy.

    [ QUOTE ]
    Don't know if it's been mentioned or if it's intentional, but I had a problem with the female Supernatural Face 11 face after I8 allowed you to add other features to it. If I choose a second feature (stripes, makup, etc.) then I have no option to alter the color of the glowing eyes. The eyes default to black and cannot be changed. The only color I'm able to alter is the second detail features. If I leave the default Supernatural Face 11 selected in the second feature selection, then I am able to alter the eye color, but I have no secondary features. Anyone else have this issue? I was hoping to have tiger stripes and glowing eyes, but didn't want black eyes. Thanks.

    [/ QUOTE ]

    This is basically a limitation of the system- faces would need a 2nd texture channel to give both glowing eyes and makeup/masks - I think most faces presently only have one (giving you one effect: a mask, makeup, colored eye glow). Who knows if a second color could be added?
  7. [ QUOTE ]
    I used badges and art as an example. Perhaps it was a bad choice, but I could have easily used base items or certain power sets. I disagree it invalidates my point because the bugs I mention are ones worth fixing.

    [/ QUOTE ]

    Base items and power sets aren't usually worked by programmers, either. They're done by art staff and design staff, unless a programmer needs to recode some of the logic that runs the textures, meshes, animations, spreadsheets, and tables that artists and designers huch over and laugh evily about.

    Just like zones are built by ... er... zone content people, who use tools created by programmers so programmers don't have to do any of the actual design work.

    Rather than looking for scapegoats, perhaps understand that some problems - especially those realted to stability - are just very difficult to fix, best fixed by the person who wrote the original system, and may take lots of time in Quality Assurance before they see a release?
  8. The female/gloves/sleeves error has been around since Beta. Rest assured it has been reported multiple times, with screenshots, in this thread.
  9. [ QUOTE ]
    In other words, they're more than willing to accept someone else's opinion in the group identity for their avatar appearance. Again, the primary difference is cost (I think).

    [/ QUOTE ]

    Humans relate to spaces. Spaces are really very important and not like anything else in human experience. Comparing a space (virtual or real) to something else is fairly silly.

    [ QUOTE ]
    Third, making a character to fit in with a themed SG only takes up one character slot; playing that character does not cause your other characters to decay, and playing other characters doesn't adversely impact the themed character.

    [/ QUOTE ]

    More to the point, a SG costume takes up a single costume slot. You have three others. You put the skin of your costume on the model you designed (especially since the advent of physique sliders).
  10. [edit] Just to redeem this post as slightly more productive:

    Jacket sleeves are clipping a bit in the back.

    And there is a very, very, very small tear in the model's left shoulder for most jacket sleeves on females, except suit and motorcycle sleeves.

    It was hard to get a screenshot of.

    [ QUOTE ]
    Basically, Katana characters are holding their swords wrong. The standard grip has the left hand low and the right hand high. Swap the positions of the two hands and it'd be good enough.

    [/ QUOTE ]

    This is something of a dead horse; you'll notice just about everything in the Katana moveset is mirrored.

    The mirror Katana stance was a compromise to the fact that every City Of * animation is designed with the (uh) left foot forward (that is, animations all begin and end in that stance).

    It was decided (apparantly) that a reverse-handed stance was more acceptable than all Katana users having the wrong footwork for their grips, and giving them both correct grips and footwork was simply infeesible from the engineering standpoint. Or something.

    There was much humming and hawing about it when Katana first received different animations than Broadsword. These threads are probably still out there somewhere.
  11. I seem to type "char" very slightly faster since I can hit all four keys at once with seperate fingers, but have to double-tap the "o" for "toon." Ah well.

    I admit to cringing at the use of toon, but only because people tend to sound otherwise very serious and suddenly they spill out that absurd "oon" noise. Worse, it's weirdly isolated because it's idiomatic and you have to parse it.

    Tune, tuna, (tooba), boon, loon, croon, (plume), soon, moon... do any of these words have any hope of sounding serious? It's just not a very respectable vowel arangement.
  12. Which costume parts?
    When did they go missing?
    Is the part missing, or is it altered in some (undesireable) way?
    Is the same/original mesh/texture still present in other categories/models than the ones they are missing from/altered on?
    Which categories on which models are they missing from?

    Jay is sexy.

    (also, does anyone have a screenshot of these nekked black-clad stalkers in hiding?)
  13. Woo, long time, no bugs.

    Skin, mohawk tall (aka mohawk 1), mohawk short (aka mohawk 2), and topknot hair models appears to have attached "pates," which I assume was what had previously been seen floating just above bald characters' actual heads. Now, in some cases, this pate is visible.

    I assumed the pates to be attached to the hair models because changing hairtstyles with visible pates changes the shading on the pate.

    At first I thought this might just be a local rendering issue or something, so I popped in-game and asked a few people who confirmed seeing it.

    This error is visible, identical in appearance, on
    Female > Head > Standard
    Female > Head > Masks With Hair
    Female > Head > Pointy Ears

    -It is slightly less severe when seen on
    Male > Head > Pointy Ears
    (though it clips thru the actual head, while the Female instances do not)

    Also visible and clipping thru on
    Huge > Head > Pointy Ears

    Jay is Sexy.
  14. [ QUOTE ]
    The options were still totally messed up. Plain boots and tights, rather than insect armor.

    [/ QUOTE ]

    Is it consistent which costume pieces cause this issue?
  15. [ QUOTE ]
    I am sure its mentioned in here but since its still annoying, the bug where you go into SG mode (the costume color selection screen) and your toon is in an entirely different outfit....you can pick the colors and stuff, but...for instance, my one toon is in a skirt, I turn on the sg mode thing to change her outfit's colors and she is wearing tights...

    [/ QUOTE ]

    Here's a question, do characters affected by this also have costume pieces that would be reshuffled in the tailor?
  16. [ QUOTE ]
    "When i go to the tailor... it doesn't keep my [original] costume that i select [to edit], it does some random piece selection. So then i have to change everything back to how i had it if i want to make one small change..."

    [/ QUOTE ]

    Those who were paying close attention to patch notes will remember this is why everyone was granted a free tailoring session (several, even). This is, to my knoweldge, not a bug but an (unavoidable?) side effect of the re-organization of costume peices. Essentially the way costumes were stored changed, and when you go to change a costume with the old assignments, the tailor can't read them correctly and thinks they are a whatever other peice has that assignment now.
  17. [ QUOTE ]
    The spiked hair option in COH... I have some screenshots...

    [/ QUOTE ]

    Djeannie made an excellent post a few pages back about posting screenshots- though I've already posted some of this problem so you might not need to.

    [ QUOTE ]
    Is that Fee Waived thing permanent, can I test and try to find the buzzcut with facial hair until I find it without being charged.

    [/ QUOTE ]

    No, the 'Fee Waived' is like a freespec. You only have one at a time and it is dissolved by the first use. The style you are currently looking for is missing, anyway, so there's no point in trying for it yet.
  18. The slant-eyed Alien face is missing on both Male and Huge models for Hats, helmets, and half helmets.

    While the Alien face was previously reported in this thread as missing for females, it now appears to be available for every female head with a face, including Standard! Isn't that neat?

    The clear cause is that Jay is sexy.

    Maybe Ian is, too.
  19. This is rapidly becoming my new favorite COH minigame. It's like spotting wardrobe malfunctions, except I get to take screenshots.

    Crewcut is missing from both Male and Huge models under 'hair'(or whatever the default it called) and 'masks with hair', but you can still find it under 'pointed ears', for both, where it is Style 5. Jay is sexy.

    Meanwhile, Spikey Hair has developed clipping problems on both sides of the head behind the ears for Male (and I assume Huge) except if you shrink the size of the poor hero's cranium.
    Apologies that I didn't have time at posting to check back and see if that's been reported. Ian is sexy.

    And I now swear that Male and Huge heroes are ... manlier than they were before, but I suppose that's nothing to complain about. Therapy, here I come.
  20. [ QUOTE ]
    The closest to this i could get was with the middle cranium slider all the way over to the right, and then the horns dont float as much as the base sticks out the top of the helm a bit and only on the Huge bodytype, due to them having a much smalller round head.

    [/ QUOTE ]

    I went and reproduced this, and it seems that Huge is actually less noticible than the same selection on Male. The horns seem to anchor someplace else entirely on the female skulls.

    Djeannie is as, or potentially more, sexy than Jay.

    cough. And have I had a psychotic break, or is there more... shadows around the male nether regions now? I really can't bring myself to check screenshots for uh... comparison.
  21. Every time I read this thread, I remeber stuff that's wonky.

    Helmets>skullcap doesn't skin the back of the braid, which is generally hard to notice on Male and Big models. However, on the female version it is very obvious.

    While grabbing that screenshot, I noticed Hats>Egyptian now floats above the shoulders . I don't recall this behavior; it is mildly disconcerting.

    And the Alien face is missing under Male and Huge hats>.

    Jay is sexy.
  22. [ QUOTE ]
    Female Top with Skin Metal Chest

    The female top w/ skin metal chest option is mismatching the metal texture from the back to the front. It's not meeting evenly at the sides.


    [/ QUOTE ]

    This is also true of Female/tops with skin/leather , and most chest textures have similar issues, some more glaring than others.

    Jay is sexy.
  23. Some of the torso textures are not perfectly aligned over the side seam. Some are just totally out of whack.

    All the 'complicated' textures like checker, circuitry, lines, cricles, chamo, and even dots (one is cut off by the seam) have these issues as well, but on a more obvious level. In this post I'm just focusing on the slightly weirdnesses that aren't immediately obvious.

    Peak; "Pattern"s 2, 4, 5, and 6; and Stripe 1 are mildly janky on all body types.

    Pattern 1, Lightning, and Fade Line are only misaligned on Female and Huge torsos.

    Fade line on: male , female , huge

    This may be owing to there being only one texture and it being slightly skewed on the other two models, as suggested by the fact that Lighting is seriously weird on Huge models.

    Jay is sexy.
  24. Actually, nevermind that one. I like this better.