Duck_LOrange

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  1. Awwww.... I killed another thread
  2. [ QUOTE ]
    Not that I'm aware of, no, but feel free to show up. I'll be wearing a red rose in my lapel, and will be dressed like a duck. Orlando beware!

    [/ QUOTE ]

    Dressed like a duck eh? I hope no one confuses you for me :P

    And you could probably talk me into a trade as well
  3. [ QUOTE ]
    [ QUOTE ]
    I'm not sure if you're in charge of NPC costumes, but on many Wolf Spiders, their helmets aren't rendering properly. BEHOLD!

    Jay is Sexy!

    [/ QUOTE ]

    Uh, no. That's the new 2nd model for wolf spiders. Y'know for variety?

    [/ QUOTE ]

    If he's supposed to be helmetless then.... why are the shiny LEDs from the helmet still floating beside his helmetless head? :P

    Also, you'll notice all light-skinned Arachnos get to wear helmets, while all dark-skinned Arachnos don't have them right now. I'd say that's a bug (especially with the floating LED effects) - or Arachnos isn't an Equal Opportunity Employer.
  4. On Males, Under Chest->Tights->Gloves->Banded, the Buckled Leather option is missing it's Mask selection from the Patterns. It's there for Large Gloves and Smooth/Bare, I have yet to check others.
  5. [ QUOTE ]
    There are two Face 1's! I'm guessing that one of them doesn't exist at all in the creator anymore, only for people who still have it.
    In any case, they're very different.

    Face 1 (hero original)
    Face 1 (villain original)

    As you can see, they're very different.


    [/ QUOTE ]

    I believe this is actually intended - whatever face you currently have shows at the top of the list as "Face 1".. I've noticed this on every costume I've edited lately, and the character's current face is always Face 1. I think it is just so that you don't end up with some wild face when you load the editor, since they recently renamed/numbered alot of them. Might be nice if it was called "Current Face" rather than Face 1 though
  6. On Huge characters, the Hammer & Sickle Chest Detail has a small bar of colour near the bottom: Screenie

    This does not appear on Male or Female.
  7. On that note, Boots often clip through the 'Slacks' pants on Males while running or standing in a combat-ready pose. I'll try and get a screenshot of this for you Jay.
  8. More Tribal Tattoos - A tribalized Dragon down each arm would be fantastic.

    Supergroup Logos on Capes (think that's what Golden Ace meant anyhow).

    More Anthropomorphic Options - The reign of Catgirls and Werewolves must end! (No offense to either). My toon Deadly Panda just looks more Deadly than Panda at the moment.

    Animal heads with regular necks instead of the 'Big Fuzzy' necks from Monsterous (ok, so this just continues my Anthropomorphic idea)

    And that brings me to my last point - Detail Options for Monsterous Heads - My Leet Photoshop Skillz!

    I Must agree, Jay would be sexier as a Redname

    EDIT: Cat Ears for Men would be handy too.
  9. Hi Jay!

    A few places where the Head seems to clip with the hair/hat on Huge and Male heads can be seen here: Assorted Head Clipping

    Specifically, Huge->Head->Hats->Do-Rag and Stocking Cap, Male->Head->Standard->Spikey, and Male->Head->Hats->Swabby. These screenshots were all taken with no changes made to the Shape Sliders.

    And of course, Jay is Sexy.

    EDIT: Woo! First post after a Redname!
  10. The intent of this guide is to provide the Logitech G15 user with a few methods to use the Programmable 'G' keys with multiple characters. It assumes the reader owns and is at least partly familiar with the operation of their G15 and the associated Keyboard Profiler.

    There are effectively 3 methods of doing this:

    Method 1 : Multiple Profiles in G-Series Keyboard Profiler

    Technically, the G-Series Keyboard Profiler (hereafter known as Profiler) only allows one Profile per game. There is an easy workaround, however.

    <ul type="square">[*]Load the Profiler, and select Profile -&gt; New from the Menu.[*]Give it a name which identifies what character the Profile will be used with, for example CoH - Duck L'Orange.[*]Browse for the EXE file (normally C:\Program Files\City of Heroes\CityOfHeroes.exe) or if you are presently playing CoH, you can Select Using the LCD (onscreen instructions provided). Hit OK to add this Profile.[/list]
    Repeat as necessary for each Character - ensure you have created at least two profiles for the purposes of this Guide. If the Profiler originally created a default City of Heroes profile, that will also work for the purposes of this guide.

    In the Profiler, switch from your Currently selected Profile to another City of Heroes profile you've created. Select Edit -&gt; Profile Properties from the Menu, and you will notice this previous profile is no longer associated with CityOfHeroes.exe - the Profiler only allows one Profile at a time to be attached to a given EXE. We will use this to our advantage to switch Profiles per Character.

    Go ahead and create as many profiles for your characters as you'd like. Again, to follow along you'll need at least two Profiles matching two characters.

    If City of Heroes is not yet running, load it now, and leave your Profiler window open. You'll notice whenever you load City of Heroes, or return to it after Alt-Tabbing out to another window, your LCD will tell you what Profile it is activating. This is the easiest way to tell if the Profile loaded matches your Character. For the sake of demonstration, load a character you have created a Profile for but who's profile is not active.

    Alt-Tab out to your Profiler, and from the Current Profile dropdown select the Profile which matches your loaded character. If you cannot Alt-Tab, use the Windows Key and launch it from your System Tray. Select Edit -&gt; Profile Properties from the Menu. Choose Select using the LCD and then Alt-Tab back to City of Heroes. Once in City of Heroes, press the button below your LCD that corresponds to the Check Mark on screen. This profile will now be associated with CityOfHeroes.exe rather than your previous one. Your loaded Profile now matches your loaded character.

    In Summary:
    <ul type="square">[*]Create a Profile for each character.[*]Load your selected Character in City of Heroes[*]Switch to the G-Series Keyboard Profiler[*]Select the Profile matching your character from the Dropdown[*]Edit the Profile Properties and associate it with CityOfHeroes.exe[*]Go Play City of Heroes![/list]
    This does take some effort to set up, but once the profiles are created switching back and forth is fairly simple. This is the most robust method as well, as it allows all G keys available to every Character, and the Profiler Macros have more functionality than CoH Keybinds.


    Method 2 : One Profile, 3 Characters

    Assuming you only plan to use the G-keys with a select few characters, an easy option is to use the M1, M2, and M3 keys to seperate out Macros for up to 3 characters. You could for example build a set of Macros for your Mastermind on M1, a second set for a Defender on M2, and a third set for a Controller on M3.

    This does impose limitations - a 3 Character/Powerset maximum, and 18 keys per character rather than the full 54. However, it does allow for faster switching and doesn't require you to Alt-Tab out of CoH.


    Method 3 : One Profile using CoH Binds

    In the previous two methods, all Macros are created using the Profiler. In this method, we actually assign the G-keys some very odd key combinations we would never actually use, and then assign keybinds to these combinations in City of Heroes.

    <ul type="square">[*]Load the Profiler. Start assigning odd key-combinations to your G-keys. G1 as Ctrl+Shift+Q, G2 as Ctrl+Shift+W, G3 as Ctrl+Shift+E, etc. Carry on until you've filled all the keys you plan on using - I'd suggest at least 18 Keys under M1. Fill M2 and M3 if you use them, up to you.[*]Grab a sheet of paper and write out your what G keys are assigned what keystrokes (unless you assigned them sequentially and know exactly what they'll be).[*]Load City of Heroes and log into a character you'd like to set up keys with.[*]Start creating Keybinds assigned to the keystrokes that match your G-Keys. For example, you may want to enter /bind CTRL+SHIFT+Q "powexecname Heal Other".[*]Repeat this for every power/action/command you'd like assigned to a G-key for this Character, altering the Bind statement accordingly.[*]Repeat entire process for each character.[/list]
    You can also create these binds in a text file and import it, speeding up editing for multiple toons - there's some good Keybind guides posted that will help with that.

    This method really takes just as long as Method 1 to set up, and limits some functionality - the Profiler can chain together many more commands than a Keybind can. However, the benefit of this method is that the switching of G-key functions per character is done automatically by CoH - no need to alt-tab out and swap a profile.


    There you have it - take your pick. I personally use Method 1, but everyone will find a different method suited to their playstyle.
  11. I love the concept of RV... my only Qualm is that it makes it sound like *our* history's Lord Recluse is an underachiever. He couldn't manage to take over Atlas Park, so he's just dialing up an alternate timeline where an obviously more ambitious Lord Recluse pulled it off. I look forward to the opportunity to beat down on him and his cronies
  12. Ahhhh! WHY AM I STUCK AT WORK?!
  13. Gratz on an amazing two years... here's looking to plenty more

    And Gratz on the Ding Positron!

    Gah... must leave work early... must get badges...
  14. I know of plenty unauthorized JLAs... I just remember hearing about an actual 'with consent' tribute SG, and wanted to see if anyone could verify if it did in fact exist. I didn't need to be told that unauthorized JLAs get shut down - that much is obvious.
  15. IIRC waaaaay back, there was an *authorized* (ie had written permission) DC "Tribute SG" on one server... Victory or Virtue?

    Out of total curiosity, can anyone confirm this or was it just wild rumour?
  16. Ok, I need to throw a question/point out here...

    I think it's pretty safe to agree that a character *name* can't be copyrighted, as has basically been proven by those with experience in copyright law.

    Let's assume I have a comic-ish character that I've been drawing/illustrating/what-have-you for the last 10 years. If I (foolishly?) choose to create this character in City of Heroes, chances are incredibly good that the costume I drew a decade ago will not exactly be reproduced using the game. Thus, the image of the character in-game does not match the image of the character I already hold a claim to.

    So the character name isn't copyrighted, check. The image of the character has varied, so the 'image' now owned by Cryptic/NC isn't the same image I'm holding a claim to.

    The powers are more than likely going to vary somewhat (or extremely) from what I'd originally bestowed on the character, and it's pretty hard to enforce a copyright on "he throws fireballs" or "she has psychic abilities".

    That pretty much leaves the character Bio as the sole item linking my hypothetical, preexisting character to the similar character I may be playing in CoH. Leaving it blank, or changing the bio completely is the last step in producing an entirely unique character who, in practice, only shares a name which can't be copyrighted anyhow.


    Costume and Bio are your safety features here. If there's a need/desire to play a preexisting character of your own ownership, ensuring that you change the appearance and bio to a degree where they are clearly varied from your original character should protect it to a point.


    All that aside, I seem to recall (talking way back Issue 1/2 timeframe) something in the EULA mentioning you could not reproduce a copyrighted character "without prior written consent from the copyright holder"... or something along those lines. I notice as I read over the EULA nothing like this is currently mentioned - was this removed due in part to certain lawsuits, or am I just imagining things?
  17. You guys needs to throw one up these up North sometime - Canucks need lovin' too! (I'll bring the David Usher, Arctic Sun... I swear he's in this pile somewhere)

    I'll tell Hex to be good. Honest.

    On an unrelated note, I nearly slapped the guy at my local CCG store. He has no plans to carry CoH, let alone the fact he didn't even know what it was. Blasphemy!
  18. If levelling is a problem for you at level 6... there's something very wrong Not trying to be a jerk.. but at level 6 you shouldn't be hitting a roadblock already.
  19. Hmmm... seemed that mine was just fine. Anyhow, that's either an error or oversite on my part, which doesn't especially change the point of the guide - the point of which is to build invisible pet groups through specific pet naming.
  20. (I originally posted this on the DOOM SG boards, but figure the community at large can benefit. Enjoy!)

    And now, a lengthly discussion on Pet Commands, naming, and other fun things. This guide assumes you've got some basic knowledge of Mastermind Binds, so when you see "petcom go agg" you know what it's trying to accomplish.

    Much like how every n00b in Atlas Park once asked "so when do I get to fly?", every MM n00b has asked "how do I make my zombie dance?"

    At the lowest level, there are only two things any given pet can do - talk, and perform an action. The commands to do either aren't especially different.

    Pets can be commanded as an entire group (every pet you have), by power (only pets summoned with one power), and by name (every pet who's name matches x).

    These are the basic 8 commands you will use to make your pets do absolutely everything:

    <font class="small">Code:[/color]<hr /><pre>
    /petsay &lt;what to say&gt;
    /petsay_all &lt;what to say&gt;
    /petsay_pow &lt;power name&gt; &lt;what to say&gt;
    /petsay_name &lt;pet name or part thereof&gt; &lt;what to say&gt;

    /petcom &lt;what to do&gt;
    /petcom_all &lt;what to do&gt;
    /petcom_pow &lt;power name&gt; &lt;what to do&gt;
    /petcom_name &lt;pet name or part thereof&gt; &lt;what to do&gt;
    </pre><hr />

    The /petsay and /petcom commands apply to your currently targetted pet... this seems like a rather flakey way to control pets to me, as it kind of wastes time clicking on them to activate a bind, when you could have just written a better bind in the first place :P

    It may be that you'd like to command a group - lets say, 4 henchmen - to attack, while a 5th and 6th stay back either to defend yourself, or heal your other henchmen from safety. The problem is, unless you're holding back your most powerful pet (which is silly) you won't want to command an entire power group to stay behind.

    /petcom_name becomes very useful for this task, though naming your pets to make use of it can be a little frustrating. When you command a pet by name, you have to supply at least one letter of the pet's name. That said, ANY pet matching what you've given will respond to the command.

    If you used /petcom_name Soldier any pet who's name contains Soldier will do what you ask - and it can be anywhere in the name, not the beginning. Unknown Soldier and Soldier Ricky would both do the same thing.

    Using this, we can "code" our pets into groups, based on the letters in their names. To the casual observer, you will seem to have ultimate command over a variety of pets, when you're really just exploiting hidden codes in your Pet's names.

    So we're going to code our Pets into two groups - Group O for offense, and Group D for defense. O will consist of 2 first-tier pets, 1 second-tier pet, and your third tier pet. D will consist of your remaining two pets, 1 first and 1 second tier. For Robotics, this would mean one Battle Drone and one Protector Bot will stay behind. For Mercs, your medic (preferably) and one Spec Ops would hang back.

    Now, the trick is to choose names that allow this to work. Remember that all of Group O will need a letter in their names that Group D don't have, and vica versa.

    Start by choosing a naming scheme... some concept around which to pick all your names. Pick a few more names than you need - say 8 or 9 - because you might be throwing a few away.

    For this example, I'm going to use names from Nintendo characters - which I don't personally suggest since they're copyrighted and all. We'll end up with something like:

    Mario, Luigi, Yoshi, Bowser, Koopa, Toad, Link, Donkey Kong, Kirby.

    If we look at that list, we'll notice 5 names have the letter i in them, 6 have the letter o. Mario and Yoshi might cause us trouble because they have both. If we eliminate these two, we're left with 4 characters with the letter o in their name (Bowser, Koopa, Toad, Donkey Kong), and two with the letter i (Link, Kirby) - and no names with both.

    Name all of your Group O pets Bowser, Koopa, Toad, and Donkey Kong. (BTW - it's a total coincidence that the Group O pets have o-containing names). Name your two remaining pets Link and Kirby. Now, it's time to set up the binds.

    First, we need to bind all of our Group O pets to perform some attack command. I'll provide both "Attack my Target / Aggressive" and "Go To / Aggressive" below. I'm going to use the number pad for pet commands here.

    <font class="small">Code:[/color]<hr /><pre>
    /bind numpad1 petcom_name o go agg
    /bind numpad2 petcom_name o att agg
    </pre><hr />

    Now let's set up Group D. We'll create commands for them to Follow Defensive, and Go To Passive.

    <font class="small">Code:[/color]<hr /><pre>
    /bind numpad4 petcom_name i go pass
    /bind numpad5 petcom_name i fo def
    </pre><hr />

    Why Go To Passive instead of Go To Defensive? In Defensive mode, the pets will return fire against anything which attacks them. In Passive mode, they'll just stand around - and solely make use of any special abilties they have, such as bubbling and healing for Protector Bots. This basically turns a Protector Bot from an "offender" who spends half his time attacking and the other buffing, into a full-time buffer. Yea, I referred to them in Hero Archetypes... live with it :P

    This naming scenario becomes much simpler when you only want to command a single pet to do something different from the group. Using our Nintendo names again (Mario, Luigi, Yoshi, Bowser, Koopa, Toad, Link, Donkey Kong, Kirby) we'll drop Kirby and Link because they really don't fit with the rest of the characters. Now, every name except Luigi has an o in it.

    Oh, but Duck! We can't use i to refer to Luigi anymore, because then we'll confuse Mario and Yoshi! But Luigi is a loner now, so we can just call him by his full name, and not worry about confusing other pets! Assuming we want the same binds as before, they're going to look like this:

    <font class="small">Code:[/color]<hr /><pre>
    Group O:
    /bind numpad1 petcom_name o go agg
    /bind numpad2 petcom_name o att agg

    Group D (just Luigi now):
    /bind numpad4 petcom_name Luigi go pass
    /bind numpad5 petcom_name Luigi fo def
    </pre><hr />

    In reality, Nintendo pet names are very dorky, and other Masterminds will shun and humiliate you, as their pets with infinitely cooler names emote your pets to death in public view.

    [censored].
    I honestly didn't mean this to be a social commentary... it just worked out that way


    Oh, the dancing zombie?
    <font class="small">Code:[/color]<hr /><pre>
    /petsay_name Zombie &lt;em dance&gt;Zombie... dance...
    </pre><hr />

    (Yes, the emote needs to be inside &lt; &gt; brackets)
  21. Duck_LOrange

    Forum Card Game

    [ QUOTE ]
    FEAR ME!

    -Doc

    [/ QUOTE ]

    SWEET!
  22. [ QUOTE ]
    Other than that, I've never noticed any toggle dropping with my level 40 Brute.

    [/ QUOTE ]

    Gotta agree here... playing a 40 Stone/DA, and he cuts through Longbow like butter. I can't remember ever being detoggled by them, save for moments when I've run out of end - and that's usually due as much to continuous, uninteruppted smashing as it is Spec-Ops EMPing.
  23. Name: InLag

    Motto: "Your Imagination is Wrong"

    Leader(s): Duck L'Orange, Exlag

    Player Type: Powergamer &amp; Casual. About half of us are RL friends.

    RolePlay?: Not much.

    Membership levels: 2-50

    SuperGroup Colours: Green and Purple

    Normal time of Gameplay: Anytime we aren't at work/college.

    Other information: Started as a group for us to play out our InLag characters, but with more people joining and adding alts, it's pretty full of diverse characters.

    Recruiting?: Not really. We aren't against new members, but we don't actively seek them.

    Website: Under construction. Still.