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Hmm... Time-travelling orcs sound a tad like Warhammer 40 000, but where theirs were idiots at the bottom of the technology tree, I wonder if there's some merit to be had in an orc scientist who is millenia ahead of his time in terms of technological knowledge

Hmm... Or, even better, because elven life times are typically long enough to amass enough knowledge, how about an elven scientist? Both ideas play on preconceptions, but I already have a troll girl, so elf is more of a novelty in my roster. Now I wonder if I could come up with a reason to call such a character Leningrad
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Quote:Well, yeah, that's true, but I actually want to eventually get a fix for snipes in general, not just for this one in particular. There are quite a few snipes out there, and they almost always suck, so it's a bigger problem than just that. I suppose we could always buff Assault Rifle's Sniper Rifle even beyond that in some way, but it's a systemic problem that needs to be attacked at its source.So that's what could make AR unique. Think about it. You are taking the time to aim a highly advanced weapon. Possibly one with sights on top if you picked one of those custom weapons. A high-powered rifle, especially one that you take the time to aim, should be more accurate than a big blast of fire.
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Quote:No offence, but considering the TRAVESTY of bad design that is Ghost Widow's patron arc, I really can't see how you can complain about word choice in the much better Dark Mirror arcs. True, Ghost Widow's arc is well written and executed... And then they take a huge dump over the whole storyline when they basically order me to betray her. And I do, because Daos says so. With the other Patrons, there's a tangible reason to want to betray your Patron. Mako is aiming to kill you, Black Scorpion is an idiot who involves you in his petty vendetta and Scirocco threatens to re-write all of reality.My favourite arc is still Ghost Widow's patron arc, because I identify myself not only with my character but with Ghost Widow as well, and when it comes to the betrayal part, I don't get the pathos smashed to bits by telling me in the clumsiest way what I feel. I was seriously considering to not complete the arc - to make myself the choice that the system didn't have.
But the Dark Mirrors arcs? No. Didn't work. It had the potential, but no. It's a good story, but bad storytelling. It may be as straght-forward and linear and potentially compelling as the Ghost Widow arc, but by removing the little illusion of "my story" there was - the blank, if you like - they didn't make me look forward to the journey.
Ghost widow wants to... Live again. Oh, no, the horror! It burns! Must... Stop... Wait, what? Why am I bothered that she'll live again? Doh, right. I'm not! So the only reason I actually go out and betray Ghost Widow is because Daos pulled his pants down and waved his willy in my general direction. In fact, I'm actually horrified you don't so much as mention THAT elephant in the room, yet get hung up on the game telling you how you feel? Dude, I would gladly be told how I felt at the time if the game let me slap Daos across the mouth and wagged my finger at him, even if that put me behind the 8ball.
And you don't need branching storylines to fix THAT mess. You could have simply written the arc with a more imaginative reason for me to betray my Patron, like, say "Oops! Didja know she needs a you-shaped sacrifice? Bet that's gonna' suck, boy howdy!" I might still not have liked it from a meta-game perspective, but it would have made sense. Caving in because Daos gave me the evil eye is just cheap, especially considering his soldiers around like errant puppies for 40 levels know, and I've knocked out so many of his bases I ran out of notebook to write them all down. And yet I still cave in to him like a good puppy.
Compared to THAT? Yeah, I'll take the Dark Mirrir arcs any day. In fact, I'd take the Dark Mirror arcs over ALL OF COV, because I'm sick and tired of that stupid railroading, presumptuous storyline. I'd rather be told what I think and what I want if what I think and what I want are what I ACTUALLY REALLY think and want, rather than the game sort of quietly assuming what that might be and forcing me to be carry the idiot ball in an idiot plot. Ugh!
If the Dark Mirror arcs are a taste of things to come, then Going Rogue will be GRRREAT! -
Basically, it would be useful to me if I saw my old build when I was making the new one, so I know I'm not neglecting something.
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The multimedia keys never worked for me, and I set up my file priorities correctly. I wasn't aware there were control panel options to set what the multimedia keys do, largely because I've never seen a control panel option that suggested it might do this and keyboards no longer come with drivers. I'll have a look.
If it requires additional software plugins, though, I'm not sure I want to bother.
As far as Windows Media Player goes, I refuse to use it. It just takes ages to start up. I'd much sooner use Media Player Classic. As far as WinAMP having lots of bloated crap, you don't have to install any of those. There's a WinAMP light variant that has just the base skin with only the base plugins and if you refuse to install any of that crap, you get a perfectly light player. It was actually embedded in the last set of video codecs I downloaded.
If you're actually suggesting that you can get one in-game plugin to control all kinds of players that I might own, I'd give it a shot. But I just know that such a thing just wouldn't work with the stuff I use. It always happens like that. -
Quote:My biggest problem is that it's unreliable. I honestly can't replicate Goat's results, and I don't know why that is, but I'd REALLY like to see Igniteuseful for its full damage, or close to it, on at least one target without having to rely on the AI not running away or additional support powers.My problem with Ignite, now that it is no longer spammable, is its cast time. It's just too long for a power like this. A solo character has to factor the cast time of their immobilize, plus redraw, into the cast time (unless you took Cryo Freeze Ray or have a tentacle-spamming fluffy...powers shouldn't be balanced around corner cases though) while a teamed character often finds that the enemies are dead or knocked out of the patch before they have time to take any damage. A 4-second cast time for a power that isn't guaranteed to do its full damage is too long. Compare other "burst" powers (except Shout, that one kinda bites for DPA); even Power Burst, half the cast time, almost half the damage and the enemy is guaranteed to take all of it.
But, yes, I do agree that its animation time is just... Stupid. It actually rivals Full Auto now...
The problem with Sniper Rifle isn't unique to it, it's a common problem with all snipes currently in the game. Their damage just BAD for what they cost to use, both in terms of opportunity, buff, time and endurance. I'm always told that I can just use snipes to take out dangerous lieutenants, which ignores the fact that anything which isn't AR/Dev has faster, safer ways to take out Lieutenants which STILL leave you with more time on Aim and Build Up to deliver more damage longer. A snipe's base power is 2.76 scale damage, which is actually worse than what a lot of melee sets get multiples of, and that's not counting things like Super Strength, Energy Melee or Fiery Melee that have ~3.56 scale damage attacks that don't suffer interruptibility and 4+ second cast times.Quote:Hmm, a passing thought....add a +tohit +dam buff to Sniper Rifle, kind of like Follow Up? Conceptually, it would make sense, as you've taken the time to get a bead on your targets and can more accurately shoot them where they'd take the most damage. -
Quote:Actually, and I probably shouldn't be talking about this, that's not exactly how it works.For a specific section of the body, you have the following:
1. The model.
2. The texture.
3. The texture's hue.
The model itself can be changed per costume selection, a good example is the Cyborg legs, which use a different model than the base legs.
The texture is one single texture. You cannot layer textures, you cannot combine textures, you can select one texture and one texture only.
You have up to three different colours for your texture. The first colour is "locked into" the texture and cannot be edited - such as the white stitches on the Chaos Leather texture. The second and third colours are user selectable. On textures that have "bare skin", the skin colour is used in place of one of the two selectable colours.
What I think you're trying to say is that you want the "bare skin" to be replacable with scales or fur or whatever. This is not possible. The only way it could happen is if the developers remade the textures and created separate ones for each (scales w/tee, scales w/tank, fur w/tee, fur/tank, etc) and this will not be the end result that you desire (being able to "select skin textures" or whatever you're talking about).
Skin textures are like any other sort of texture. You have a bitmap picture of the skin and a bitmap picture of its bump map. Certain textures have an additional texture that's a tinting mask, defining which sections tint by how much. You aren't limited to jut one colour that's static and unchangeable. You can set any part of the texture to be untintable and it will just remain the same no matter what colour you pick. This isn't limited to just greyscale, either, as not all textures are set up as greyscale. As a point of fact, bare skin is brown/orange-tinted naturally, which is why you can never really match it to costume colours other than black.
Going off ordinary pieces, your list is about on the money. You have 3D model that is defined per costume piece in the actual texture file, you have a texture on top of that, a bump map on top of THAT and a tinting mask if one exists. Beyond that you apply patterns, which are define as two-colour black and white masks with set transparency. I THINK pure black is as opaque as the engine permits (which still ends up transparent) and pure white is no tint. A few masks, like Blend and Tiger Stripes, have black-and-white, which is why they blend like they do.
The problem is that each costume piece has only ONE 3D model ascribed to it and can draw from only ONE texture and ONE pattern. It's not possible to take, say, a lizardman chest and apply a cloth t-shirt to it because that would require two textures.
So how does Tights with Skin work then? By a simple cheat. "Bare skin" is just another texture like Tights (actually, the SAME texture, but brown-tinted), which is applied in the exact same way, only it draws its primary tint colour from elsewhere - the skin colour selection. On top of that skin, you can put on a PATTERN. That's right, you don't put on another texture, you just recolour part of the skin texture another colour. Any pattern put on any costume piece is always transparent. That's how the game defines it. However, the female skin chest is drawn without any actual features like nipples or a belly button, so just tinting part of it makes it look like you have clothes over it. It's still around 50% transparent, but there's nothing below it to actually see, so you can't actually TELL it's transparent.
It's easy to tell when you try to match up Tights With Skin with Full Tights. You'll notice there's a colour difference between the same colour selection. That's because tights are greyscale and that's what their tint is transparent to, whereas skin is "brownscale," which is what Tights with Skin are transparent to. Yes, Tights with Skin are transparent, they're just not transparent to the colour of skin you picked, but to the same brown that the base texture has on it.
This works for skin because it's a case-sensitive cheat. Comic book fans in particular and people in general are very receptive to seeing human body shapes with muscle definition "painted" to make it seem like they have clothes. We see it, and we go "Aha! Tight spandex! Kinky!" This does not work, and let me say it again:
THIS DOES NOT WORK
For anything other than skin. The reason Tights with SKIN works is because of the skin texture. Any time you try to apply patterns on other textures, they look like exactly what they are - paint over the base surface. You can test this yourself - go Tights top, put on a Reptile or a Rock or a Bio-Organic cortso than put the Athletic top onto it. THIS is what it would look like if you could swap skin textures. And THIS looks really bad. The reason Tights with Skin works so well is because the skin texture looks a heck of a lot like the tights texture (and for good reason - they're basically the same), but the tights texture DOES NOT look like the bio-organic texture. If you want a bio-organic skin, then you're going to have to concede to dress only in bio-organic pattern tights that just happen to match the veins on your chest perfectly... Otherwise known as PAINT-ON CLOTHES.
Again - human skin is smooth enough to give the illusion of clothes if you use just flat-colour patterns. Nothing else has that property, because every other texture has much more detail on it that tights would and SHOULD cover, but the current system won't let them.
As a point of fact, nothing is stopping you from faking that your skin is reptillian or bio-organic. There are full sets of the stuff with gloves, boots, chest, legs and face. The problem is that you can't wear clothes over it, especially if you're male. Women, at least, have shirts and shorts to use, but men have NOTHING. -
Quote:On that: The game will ALWAYS tell us what we think and what we know. To try and design it otherwise produces crappy content, as the older story arcs well demonstrate.Secondly, how is an arbitrary narrator telling you "you think this" any different than an in game psychic telling you "you think this"? Telling your players what your character would realistically think is something that even a good GM has to do sometimes, especially when you're operating with certain skills and attempting to force the players to actually enforce character knowledge versus player knowledge. No matter how many times I tell my players that they think that there aren't any traps on that chest, player knowledge is going to tell them that there is a trap there, regardless of whether their character would actually think that having checked the chest to the best of their abilities.
HOWEVER
You don't have to use phrases like "you think" and "you feel." In fact, doing this is probably one of THE worst things you can do with writing a story arc, if for no reason other than because there are plenty of other ways to do it that end up with the same effect but presume a lot less. For instance, instead of saying "You thought a Freakshow hideout would be more cluttered." you could just say "You'd think a Freakshow hideout would be more cluttered." It says practically the same thing, but one is an explanation of what YOU think whereas the other is a general statement of average expectations.
Or let's look at a harder example: "You feel scared as you enter the cave." This is BAD. A better example would be "You enter a scary-looking cave." That way the narrative gives you its appraisal of what feeling you're SUPPOSED to have, but without enforcing you to actually HAVE that feeling if you don't want to.
You can write a story for a player that's just as railroading as ours are and still make it FEEL like it's generic. It's all about word choice. -
I'm not sure I can agree with you here.
While it's very true that I HATE having a story tell me what my character thinks or feels, I don't think this extends to telling me what I REMEMBER. Unless my character concept involves his inability to form short-term memory or his inability to access it on demand (which creates problems beyond just this instance), I don't see why this is a problem. It's the narrative telling you that something you've experienced or witnessed is suddenly important and relevant.
In a game without a third-party narrator, there really isn't a very good way to do this without actually introducing one, which in itself is a bigger problem, at least as far as I'm concerned. In another game with a different narrative, maybe, but not here. Unless you want to hand out earpieces from every contact so they can constantly go "Oh, yeah, that! Remember that?" you kind of have to. And, trust me, that option is actually WORSE. One of the biggest failures in City of Heroes storytelling is that your character comes off like a dumb mute without an ounce of initiative, a kind of mindless drone that just follows instructions. Having the stories write at least the most basic intelligence in the form of a character having the ability to remember what happened last mission and even get his own ideas... That's a step in the right direction, as far as I'm concerned.
Granted, we can always simply disregard what the mission briefing is telling us and tell our own stories in our head, and many people have advised me to do just that in the past. It's still a worst-case-scenario solution, however, as I'd rather that, if the game is going to tell a story, that THE GAME tells the story. If I'll be writing my own stories, I might as well just grind papers, which is NOT what I want to do with my time. There are stories there already, and I very much EXPECT them to write more proactive involvement for my character.
Basically, having the game simply never have your character do something on his own is the most generic you can get, so that the player can fill in the blanks with every minute detail. It's also about the most boring, uninteresting, uninvolving way to write a story, because there's basically NOTHING there. You're completely irrelevant, one nameless pawn that exists for the sole reason of hitting Next and nothing more. The story runs along on its own. You're just there to witness it. This doesn't help immersion. At all. This takes immersion behind the shed and beats it to death with a shovel. It's like NPCs constantly reminding me "You are a player. This character you are playing is a fictional construct of computer data. Your role is to click buttons."
A game needs to balance user freedom with writing for the user, but this isn't done by NEVER writing for the user at all. As a point of fact, I'd take Mass Effect over Dragon Age any day, and for one reason above all else - Commander Shepard speaks and gets called by name. -
Quote:Well, that's just because I don't know what I'm talking aboutErm, that doesn't make any sense to me.
OnLive is basically a client proxy server. For an MMO to work with it it would still need a proper server for the OnLive server to communicate with. OnLive is basically the Client in our terms, it'd still need to communicate to an NCSoft server.
The point stands, though - I want to see the game playable even if one day there is no longer any official support for it. For instance, I can still play Dungeon Siege if I REALLY wanted to even today.
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I actually hope this happens if City of Heroes ever needs to shut down, be it now, ten years from now or next century. Even with its flaws, it's too good a game to just let fade like that, and unlike most other MMOs out there, I don't know of any "private" servers for it on the 'net.
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Quote:Remember, it took some serious science to get that hip-waggling just right. Just like it takes embarrassingly complex science to make the breasts of Japanese fighting game female fighters bouncesHonestly, it's difficult to pay attention to sciency stuff like this with all the hip-waggling going on there.


Hmm... That was actually quite informative. I don't if Blizzard tried reusing animations from the other races or just started from scratch (they have money to burn, so it could be either), but those are pretty close to what I'd like to see. In fact, it showed me a few things of note:Quote:Maybe I'll see if I can get my screenvideocapturing crap working later and get some good detail on their walking/running animations.
Until I do that: In the interest of seeing how everyone does digitigrade-legged animations, the City Vau-er, WoW Armory has a small selection of animations in the character-viewing pane there. And don't make fun of the "I am levelling up" fashion failure
1. Drenai feet are almost always very close to vertical no matter what they do, meaning most of their locomotion comes from their knees and their ankles, but relatively little from their toes. Speaking honestly, that actually looks quite natural.
2. They crouch the other way. When humans crouch, they bring the toes back and curve them up, sitting on their heels. When Drenai crouch, they bring their toes forward and fold them back. They can't actually sit on their heels since their shins are much shorter than their thighs, which looks surprisingly natural.
3. Both the knees AND the heels are animated. No doubt that's what gives Drenai their much more natural feel above our own static legs. Even simple animations like bobbing up and down doing the "chicken" emote use both knees and heels.
4. When standing up straight, their legs are almost straight, in turn, much like the Succubus I listed. The knees are still forward of centre and the heels are still back of centre, but by very little. Remembering what my Wing Tsun teacher said, holding a joint at around 120 degrees or so is actually pretty string for the muscles, so that's why it might look more natural than a more crouched pose.
5. WoW has better emotes
I'm not sure they have MORE emotes, but between fingers and what must have been a higher monetary cost... They just look really good.
Personally, I prefer this version of Standing CatQuote:As far as real-life digitigrades being all standing on two legs goes.. Standing Cat is impressive and standing, but probably could not do much in the way of jogging or crimefighting. What do you mean I'm just looking for excuses to throw links around?!
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Quote:Hmm... That might work, but remember - pushing the ankle forward also has the side effect of shortening both the shin and the foot. Given how oversized the thigh is compared to them even how, this has the potential to look like an angled shin bone rather than a digitigrade leg, and that would be... Really bad.Perhaps I was not clear enough. I meant changing the lower leg part to be closer to vertical both above and below the ankle joint. The reason it looks unstable now is because the ankle goes too far to the back with nothing to balance it. And since the knee is locked in place due to animations the one remaining option is to push the ankle forward.
Honestly, when I account for the technical restrictions, I'd say they did about as much as the system allowed them to. It's still BAD, but I can see why making Monster legs better would be a serious investment. I'd still want to see it, but I understand the problems.
Wings are are an entirely separate costume detail that just happens to have a semi-autonomous animation. Ming motion actually takes its cues from the same sequences that the character does, but does not actually take them from the character, itself. I have very serious doubt that the character itself is nearly as modular.Quote:I am not so sure about the whole body thing. For example, wings seem to animate independently of (most? all?) powers going off. And I find it hard to believe that every animation in the game has "with wings" and "without wings" versions. Especially since wings were released at a time when development resources were a lot more constrained than now. So maybe it is possible for most upper-body animations to simply assume that the legs are there and use a single, shared fight-stance animation for the lower body. Would probably still need a tech change but it might be worth looking into.
Additionally, wings aren't accounted for in power animations, but that's largely because wings are not used in power animations. There is no animation that assumes you have wings, like some kind of wind-driven wing gust attack the classic anime wing slice. Legs, however, very much ARE required for practically every animation done on the ground, even if they have no reason beyond propping up the torso. You could have a case for legs being extraneous in the air, but that's the one time when digitigrade legs don't actually matter even visually
Every animation used on the ground has its own stance. They all start from the same one, but the leg motion in each power is specific to that power. As such, you can't just replace the legs with a different skeleton without actually animating those different legs for all the old stances and animations.
You MIGHT be able to get away with doing a kind of mathematical transformation from the regular leg to a funky digitigrade leg, and I actually think I know enough about digitigrade legs to at least try and think about this now. We'll see.
That's more than a little ambitious for an in-game animation, though, as it's a brand new run. On the other hand, so is Ninja Run, so it's actually not as ambitious as swapping legsQuote:It is the hopping that I had in mind. With no locking joints the muscles and tendons need to be stronger just to stand. And once these dynamic supports are in place, may as well use them while moving too. Hopping, elastic movement can be pretty efficient if one has the body structure to support it - works quite well for kangaroos for example.
That said, I'm not sure I'm a fan of it. It actually looks awkward and silly to me, somewhat reminiscent of a guy on a pogo stick, which is basically what it is. Animals that move in hops tend to do so by hopping with both legs, and those that walk and run with alternating steps don't tend to hop much.
Hell, even astronauts on the moon found out it was easier to move around in two-legged hops
You do have a point, though, in that a humanoid bipedal digitigrade would probably bot walk quite the same as a human would. -
Quote:That's, um... Oh, my... I don't think I like how these lookok sam, here is a shot i got from a modding site, the textures were updated versus vanilla, but it gives youa shot of how they handled it, and the meshes are the same.

I think my biggest problem with the lizardmen in that pic is that they don't really look like they're digitigrades. They look like people standing on their toes and slouching. See, this is exactly the look I want to AVOID by trying to sell the foot part as much longer and much more vertical. Ideally, a decent digitigrade shouldn't look like or even remind of a person standing on their toes. If people can manage to confuse a cat's heel joint with its knee joint (and I know people who do), then that's what we should be looking at.
Looking at that picture, I'm reminded of something else that bugs me with the digitigrade feet we currently have. Let's have another look at this pic and notice the very bottom of the foot and what its joint does. The "toe" joing in these legs is actually curved down and back, which actually reminds me of the aliens from Independence Day, who actually walk on the knuckles of their feet... It's almost as if we are walking on what is LITERALLY the very tips of our toes, rather than the balls of our feet, because the ball of the foot is where the foot bones end and the toe bones begin.
Looking at the legs of practically every digitigrade I'm aware of, they all have one thing in common - in normal, standing-up stance, the toes are bent UP from the foot as though the animal were walking on its tip-toes (which it actually is). In pawed animals, the paws don't actually curve back even during walking, and at most the toes sit in-line with the feet at rest. Hoofed animals and walking birds do occasionally bend their toes "the other way," but they almost exclusively do that when sitting down, in a position where the heel touches the ground. They don't do that standing up or walking around.
So for our digitigrade legs to end in such an awkward angle for the toes, especially on hoofed feet, is just... Really, really odd. It feels like something that didn't have to be that way, actually.
Raptors and, to the best of my knowledge, a bunch of other dinosaurs, actually had the body shape of birds with their spines horizontal to the ground and perpendicular to the legs. As such, their stances and movement habits really don't apply to an upright humanoid. As well, Raptors have a part of their abdomen positioned below their hips and "between" their legs. Family jewels notwithstanding, the human abdomen is generally above the pelvis and the legs are structured to be next to each other with no room for vital organs. This very different pelvis simply makes their motions incompatible.Quote:also, yeah, i was playing co yesterday, trying to do a new "full dragon" costume for rian, and yeah, the digi legs look spindly in beast stance, and since he is a martial arts framework character...they look really oddly with the kicks, they kind of do here as well. the ideal would be something that looks like a raptor, but a raptor would run really oddly in context of how our heroes move, im not sure they could move sideways very well, given how the hips seem oriented toward very fast forward motion than sideways.
That said, I will join you in exclaiming how bad the Champions digitigrade legs are
This was one of the huge shocks I got when I started that game, positive as I was that it would be better than this one in all respects. Instead, the broken-shin legs over there made my eyes turn around in my head. Ugh... OK, I will admit - ours are kind of embarrassingly cheap and really not very well animated... But the ones over there are just BAD. Seriously - you do NOT put a human foot on an inhuman leg. Even I find that too weird.
Well, my WoW-playing friend deactivated his account after getting robbed twice, and he never played a Drenai while he was there, but a Google search reveals that they don't look too bad. However, you have to remember that in WoW, each race and each gender is basically its own model with its own animations. They get away with having relatively fewer things to animate, with every other magic being the same hand wave and so many of the attacks sharing animations with different effects. I'm not really sure that's applicable here, considering how everything has to fit practically every situation for it to count.Quote:hey wow-ers, how do draeni do it? they seem to have longer shins. -
Quote:Modifying in what way, though? That's the big question. Do you feel there's anyway to modify the legs such that they could still use the old knee joint without throwing animations too far off? I guess shifting the knee slightly forward and the bulk of the thigh forward from that might work, but I'm not sure it's change enough to be worth the tweak.1. The current monstrous lower legs could be easily improved with little effort by modifying the models to make them more vertical. The ankle joint is not used anyway so it would be a simple model change that would make them look significantly more stable.
Other than that, yeah, I'd be up for a complete redesign, but I fear the animations problem.
While I agree that legs more reminiscent of an accordion bag is not a good designQuote:2. Do not go overboard with the "Z" shape. The more the bones are off from vertical the more stress is placed on joints and tendons. At some point it just looks painful.
, I still feel we should be averse of making digitigrade legs TOO straight. Human tend to stand upright with their knees locked and their legs straight. At that point, how many joints they have along the straight leg is unimportant, because it's a straight leg. I still feel that whatever we do, we need to retain enough of the bent leg look to still feel like digitigrade legs. The succubus I posted is probably as extended as I'd like to see these legs. More than that just misses the point.
To be honest, JUST more Monster leg options (and better Monster heads, come on now!) would be enough for me without a specific redesign of the rig. At the same time, I have my doubts that this is what the pack will actually contain. When it comes to non-human parts, I've almost always been disappointed with the options we get, and I don't know why that is. Either my thinking is far too weird or the art team are far too conventional and not inspired to make weirder inhuman items, but the Monster bits we have feel like an artist was given the task, responded with "Dude! I do NOT want to draw that!" and was forced to anyway.Quote:3. If previous boosters are anything to go by, at this point the art assets for Mutant booster are pretty much done and locked down. But there will still be a bug or two that will need fixing
It would be easy to convince me otherwise with an awesome Mutant pack, but something tells me they'll all be human-frame parts almost entirely. Tails, monster legs, monster heads, monster head details, monster gloves and so forth... I'll get excited when, or rather IF, I see them expanded.
The problem is that, as far as I can tell, each animation involves the WHOLE body, so if you put in a new set of legs that doesn't work with the old rig, you'll basically end up having to retweak EVERY animation out there. That's a bigger endeavour than even Shield Defence, if it's at all technically possible. I'm sure BABs would fly across the Atlantic just to punch me if he were made to go through every animation AGAINQuote:4. I am not sure that many animations would need to be changed. The game has, what, 2 run cycles per model type (normal and ninja) ? And most of martial arts, but thats just one powerset. 
That said, this is definitely something I'd like to see. Let's put it like this - if there really IS a CoH 2, this is one of the things I want to see integrated into it from the get-go. I'm still unconvinced that a technical solution can't exist to bridge the gap here, though.
I'm not sure I can agree with that. The man in that video is still walking around as normal, he's just hopping on every step. To avoid flipping himself over, he's adopting a kind of wider, swinging walk, which is something I can mimic with my own natural legs. Again, I'm not a fan of modelling animations after humans wearing digitigrade stilts, but I'd be interesting to see one of those running full-tilt. That has got to be awkward with our own biology's adaptation and limitations.Quote:5. If new, more monstrous (or tech-y) legs are added the movement should (would?) be similar to the russian rocket boots
I'd also be averse of copying other games, especially giant robot shooters like Mechwarrior, or indeed the various walking robots in existence, as those tend to walk on a constant balance model, which living creatures don't actually do. Humans, especially, lack static balance almost the whole time when walking or running. What you'd see in a game is a digitigrade character placing a leg forward and THEN shifting weight to it, essentially balancing on one leg. What I envision an actual humanoid bipedal digitigrade doing is shifting weight forward and actually impacting on the feet... Which is actually not something I'm convinced backward-bent legs are good at.
And I didn't write either!Quote:6. Heh @ the tags.
There's always one like that whenever I bring up a non-human subject, it seems. Comes with the territory, I guess.
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Quote:Unfortunately, I never played any of the Elder Scrolls games. Not really my kind of thing. Looking for the Kajiit, though... Ugh. OK, I give up. I can't find a decent full-size pic of one of them that isn't erotic or a nude patch. Would you happen to have a decent screenshot handy so we're on the same page? Because this actually does sound like an interesting concept.sam, perhaps for am more mainstream game, remember morrowind? that sold very well and the argoninans and kajiit were both digitigrade. that was how i first heard the term, when oblivion changed them, much to many fan's dismay. the bad news of course is that part of why they were changed is because in morrowind they did cause a lot of extra animations needed, and they generally looked worse.
And, yeah. I guess animations will always be the bottom line, especially if you have to reuse plantigrade animations with them. In fact, a random image a random search threw up reminded me that Champions Online uses the same legs we have here, right along with everything that's wrong with them here. In fact, theirs look even stranger, because while ours are limited to hooves and claws and other legs that end on a toe, theirs actually end on a real shoe-shaped foot, which actually makes them look like someone steel-piped you in the shins. As far as animations goes, there is indeed something to worry about.
In fact, this brings to mind the earlier conversation about how a digitigrade would crouch, and the acceptance that it would not be like THAT. What we see on the last pic is basically human crouching with the heels touching the butt, since it actually misses the point of having digitigrade legs. At the same time, though, it doesn't actually look half bad. I don't recall crouching with digitigrade legs looking anything short of repulsive here. -
Quote:Well, obviously it's not a smash hit, not after Heroes of Might and Magic 4 basically murdered the series, but it's still a mainstream game that's famous enough to get its own review on GameTrailers. For reference, ours DOESN'T!Well, "famous mainstream" game is debatable, I'm afraid. I'm pretty sure HoM&M:III was a bigger, more mainstream hit. They're both certainly good games, but HoM&M:V was marred horribly by its coding. Suppose that's to be expected when you have a group of coders who are fluent in one language, writing code in a language which uses syntax from a different language.
More to point, I mean to say it's a professionally created created title that's famous enough for a lot of people to at least know it exists. Hell, I'd even count Advent Rising as a mainstream game, and YOU tell me if you've ever heard about it 
I mean, it's not Requiem Hurts, after all.
See, this kind of goes back to a dangerous argument - The piece is exotic, i.e. not many people use it, so it receives few additions and doesn't really look very good, causing fewer people to use it. I, myself, have only two characters with digitigrade legs (out of thirty, last I counted), but considering there are a grand total of three lower leg options... OK, make that three out of 30, I have a robot... Considering there are three lower leg options for Monster legs, is that really much of a surprise? It's like asking why I don't have more trenchcoat-wearing characters when the entire game has ONE TRENCHCOAT!Quote:Aaaaaaaand, as for the actual topic of discussion here: Better digitigrade legs would be nice, though personally not a huge priority for my gaming experience. I'd sooner like a little more variety in the mundane "costume" pieces prior to fixing up one of the most exotic pieces.
I don't necessarily disagree with your assessment, of course. The Monster legs are indeed a more exotic option. However, consider that virtually nothing has been done about them since I7 when Robotoc Claws were added, bringing the total leg types to a staggering three. We don't even get the option to use Tights with Skin designs on these legs, forcing me to use my most hated type of garment - the below-the-knee pants - on my digitigrade alien girl, whereas I'd have gone with something more interesting like the Hacker bottom or even one of the two versions of shorts.
I fully appreciate leaving the stranger stuff alone while you focus on the more mundane stuff, but they've been leaving the stranger stuff alone for four years now. CoV gave us five monster heads and one extra soon thereafter. Five years later, we have 5 + 1 monster heads. CoV gave us Monster heads, and it took a while before all models and all torsos could actually use them. CoV gave us Monster Legs, and we have the exact same options we got then, +1. I honestly feel it's high time SOMETHING happened to them, and with hints being laid down for the Mutant booster pack, I have some hope for "more stuff" in this regard.
But that still won't fix the awkward legs. At this point, I'm not sure the awkward legs are even fixable.
Interestingly, a casual Google image search today threw up something it didn't give me before, at least not that I was able to see. It's a simple drawing of digitigrade vs. plantigrade legs that neatly encapsulates what I've been talking about. I could spend all day talking about how I'd envision digitigrade legs looking, but instead I'll point to this image and say "pretty much like that."
Not that that'll stop me from explaining it, of course
Look at that pic and notice what I've been talking about - the thigh is bent forward, bringing the knee ahead of the centre of mass. The shin is strongly backwards, putting the heel as far behind the centre of mass as the knee is in front of it. Then the foot is angled forward, placing the toes (rather, the ball of the foot) right under the centre of gravity. It's exactly what I wanted to draw and failed.
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Quote:Well, I ran the memory test programme, and I didn't see any errors. However, the programme didn't seem to want to give me a log pop-up when I logged back in. It gave me the usual word balloon that the testing was done, but when I clicked it, it didn't open a window. I assume if there were errors, it would have been more persistent about telling me about them.There is a memory diagnostic program in Windows. In the search box in the Start Menu, type memory. You'll see the Windows memory diagnostic program. It will run when you restart. From your description, it looks like a hardware issue.
What about that FurMark programme? Will it run on Windows 7 64 bit and can I be sure my box won't catch fire?
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Incidentally, I saw another instance of the "driver crashed" problem in Heroes of Might and Magic 5 when I was catching my screenshots of the naked flaming Succubus. The game froze to black, stood there for about five seconds, then resumed as if nothing had happened. The problem didn't recur for the time I ran the game, nor did it actually crash it. -
Thank you for the kind words, Stephen

This story still makes me smile when I think about it, and it's probably about as weird as I've done so far. But I wanted to have a character created out of nothing, rather than transformed from an existing intelligence, just so that I could make her ever so subtly quirky. It took on a slightly more cynical tone than I'd intended, but I don't think it was ever malicious, so it should be all good
By the way, I want to thank you VERY MUCH for dropping me a line. I enjoyed writing the story, but seeing it sink down into the forums with nary a response was one of the less fun aspects of writing it. Now I feel like writing it had a point, so thanks!
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By the way, I'm finally home I managed to grab a few good shots of the Heroes of Might and Magic 5 Succubus as she appears in-game from both the character info screen and what I could catch from combat. And, yes, that is a glowing fiery triangle only present on the Succubus Mistress upgrade (actually pictured here). I'm not making this stuff up, people. This is a famous, mainstream game!
Anyway, I wanted to get better screenshots, but the camera controls suck too hard, so I have everything that I could offer. The big pic is from the creature info screen and the two little pictures are from combat. Note that, while she's standing up, the Succubus' legs are almost straight, with just a slight bend in the knees, but with the feet and hooves held almost vertically down. She has a kind of "seductress" pose and she wobbles suggestively, which is why her hands are constantly on her thighs and her hips are sort of always pushed to the side and her hip is constantly slanted.
However, every time you mouse-over the Succubus, she sort of crouches down and does this "Come and get me!" sort of alternating two-hand beckon, which is what the second smaller pic is from. Personally, I think that kind of leg stance is about as close to what I had in mind as I'm likely to get from other people's work. Either that or her legs in her idle stance. That's sort of what I'd like to see for digitigrade legs.
What do you think? -
Quote:So, what you're saying is I should watch District 9 again? Possibly with subtitles this time?As to how a humanoid bipedal digitigrade would move, well. District 9 did a pretty good job of it, given that the "prawns" were CGI-rendered on top of human actors. In terms of crouching, digitigrade ankles tend to have a greater forward swing and a lesser rearward swing than human ankles. So where humans kneel by tucking their feet under their buttocks, a digitigrade would instead fold their feet forward to lie under their shins. This also has the advantage of allowing you to pop straight up into standing.
Good idea, actually.
So, what you're saying is that while humans would crouch as we do, a humanoid bipedal digitigrade would crouch like how a cat sits? Let me see if I get this straight: This would involve putting the entire foot, toe to heal, on the ground, then folding the shin and thigh over it and folded outwards with the body standing BETWEEN them? Hmm... That might actually look weird on a humanoid frame, but it does make sense.
So, what you're saying is that when a human's butt is on the ground, there's no good position for the legs that could put weight on them? Huh... That actually makes sense. I remember trying to think of a good way to sit on the ground when I was a kid, and I know how horribly unstable people are with any stance like the above-describe, not unless you have your back to a wall, and even then it's not just comfortable. That's actually pretty cool to think about, by the wayQuote:In fact, a lot of the variations humans have on sitting are essentially workarounds to the fact that we can't just comfortably fold up our feet directly under our legs, because our thighs and shins are freakishly long compared to our metatarsals, and our hips are twisted in order to put our thighs vertical. The entire human body shows evidence of having been pulled from a more bendy arrangement into a vertical alignment, because of course this is precisely what happened. 
Interestingly, while cats tend to not need surfaces to lean on, that never stops them leaning. As an owner of cats for years, I've noticed that, especially when they lie down, they prefer to do it in a corner, resting their back on one surface and their head on the perpendicular surface. I had a cat who wouldn't sleep unless he was in his corner of the sofa
Hence why I wanted to try and avoid real-life examples. As you said, most digitigrades are either quadrupeds or birds, neither of which have a skeletal structure directly applicable to a humanoid skeleton. Even a feline standing up isn't directly applicable as they stand on their entire feet. Canines standing up don't count, either, as they are visibly struggling for balance. I guess the walking dog that was born without front paws could count as an exception, but their skeletons really aren't built to stand upright.Quote:So the question may not be how a digitigrade would sit, crouch, and so on, because it simply wouldn't do those things. The hard question is how a digitigrade would stand straight - because, generally speaking, it wouldn't. Digitigrades tend to fall into two categories: quadrupeds, and creatures with a horizontal posture, either bending forward their thighs to place their shins and metatarsals underneath their center of mass, or possessing a hefty tail to counterbalance their torsos. Basically, it'd be hard to make a bipedal, erect-posture digitigrade not look somewhat bizarre.
I'm not sure we want to apply digitigrade animal habits directly into a humanoid bipedal digitigrade, as I'm not convinced a direct transition would look good. Quadrupeds, especially, are designed with a pelvis hat lets their legs ride up the side of their hips, with knees going up as far as their rib cages sometimes. Doing this on a humanoid frame would be really freaky, and not in the good sense, since human legs are designed to stand side by side next to each other, not on both sides of the body. Twisting them up into this frame would REALLY stretch the butt in a way that makes me hurt just thinking about it.
Actually, the primary reason I listed the HOMM5 Succubus is to demonstrate that humanoid bipedal digitigrades CAN look good and natural, even if they violate the laws of nature. I actually think her stance is about perfect on that pic, but I'd need to reexamine the actual in-game model more closely. Stupid game not letting me rotate critters on their info screen!
*edit*
It occurs to me that we're missing an important character of this type - Mass Effect's Tali-Zora, and MY GOD it's hard to find a decent picture of her online that isn't porn. Guess I wasn't the only one who got that impression, but I'm starting to think I should turn my Google search content protection back on...
Anyway, Tali is a good example of a character with a non-standard leg composition who still looks works and acts humanoid. I'm not sure if she counts as digitigrade, however, as she looks more like she just has really bowed-out bones on a regular humanoid leg. It looks like possibly her femurs are bowed forward while her tibia is bowed backwards. It gives the LOOK of digitigrade legs while not actually BEING digitigrade legs, at least I don't think they are. One could actually try and pretend there's a small, short bone between a straight thigh and a straight foot, a very minor shin, as it were, but I'm actually starting to doubt that's realistic.
That said, I also found a picture I could only describe as What? doing the same search which actually does look like it has either straight-up digitigrade legs, or at the very least very screwed-up knee joints. I'm not sure this is a good way to draw out the legs, myself, but I wanted to put it out there. -
This is something I've been calling for for years. The idea was that villains were proactive, which translated into annoying busywork to get contacts that heroes otherwise got for free. And you know what the worst thing is? Villains are STILL not proactive. It's harder to get contacts, yes, but when you DO get contacts, you're still serving their whims.
So, yeah, I agree completely. Get rid of the NEED to do Mayhem missions to get contacts and be done with it. This is easily the most annoying part of the villain-side game. -
Quote:There's a BIG problem with player-specific plugins, in that they're player-specific. You talk about iTunes, but I don't have, use or even WANT iTunes. I don't want a Media Player plugin, I don't want a VLC plugin and BY GOD I don't want a Real Player plugin. It's hard enough just to keep that piece of adware out of my startup, I don't want more plugins for it. If we did have a plugin, I'd want it to be for WinAMP, which others have already explained they don't use.iTunes has a Software Developer Kit (SDK) to control iTunes with other programs. This would allow Paragon Studios to send and receive information to iTunes. The iTunes SDK "allows programmatic control of iTunes from languages like JScript, Visual Basic, C#, and C++" or Applescript. The function calls are exactly the same as any other internal function calls. The SDK has all the references needed to call the functions requested above (track listing, play, pause, stop, next track, previous track, volume).
It's like this - certain keyboards come with "interface buttons," such as "play next song" or "open browser" and such. The problem? Multimedia keys only work with the piece of crap that is Windows Media Player, the browser button only ever calls the ****** Internet Explorer and the e-mail button calls up Microsoft Outlook. Why would I WANT to call up Microsoft Outlook?!? In essence, it gives me several keys that not only do I not want to use, but are often highly problematic because the programmes they call up are the Microsoft brand of fat and bloated, take hours to load and slap me with registration wizards that I have to confirm thrice that I want to cancel out of.
I don't want an ap for iTunes. I want one for WinAMP. I'm sure others don't want an ap for WinAMP, but would like one for iTunes. So what do you do? -
Quote:Here's what I don't get, though - if the three-year-old MP3 player is just as good and in just as good a condition as the new one, why buy a new one? I can understand the sentimental value of having "new" stuff, but if it has no benefits over the old stuff, you'll have people raising an eyebrow.It's just an option. This argument is practically the same as going to someone who just bought a new MP3 player and asking them why they couldn't just buy a 3 year old MP3 player. Why? Because they didn't want to. They wanted the new one. Simple as that. People who want an ingame music player want an ingame music player.
I'm not questioning your desire for an in-game player, especially if you crash on Alt-Tab, which itself is reason enough. But "just because" is not a good argument, even for quality of life. -
Quote:I wouldn't say Buckshot is BAD power in and of itself, but people often look to it because it's practically the only thing in the set that looks like it could be a single-target attack, and it's what the set really needs. I honestly wouldn't mind trading Buckshot for a high-damage single-target attack, but I could see it would be unpopular.Buckshot: A pretty good power actually, very fast animation for a blast set and fair mitigation through knockback. I'm happy with it as is, though Frosticus' idea of layered cones (more damage around target) is a good one.
Flamethrower is one of these powers that does a lot of damage, but when you get it and shoot enemies with it, it FEELS really anaemic. I remember my disappointment when I first got it back in the day. It also means that, in an AoE-heavy set, you end up killing your enemies before they tick down. Up-front damage would help a lot.Quote:Flamethrower: Could do with front loaded damage and slightly lowered endurance cost as several others have suggested.
Leaving burn patches along the way seems a bit... Harsh, but why not just give the enemy a damage aura to hurt his buddies with while he burns down? Most importantly, I'd be ecstatic if Ignite worked as a single-target attack I didn't have to keep enemies immobilized in. It'd be a LOT more useful in the heat of battle than the fat fiddle that it currently is.Quote:Ignite: I really like IanTheM1's suggestion of turning it into a single target attack, which possibly makes the foe run away, leaving behind a trail of burn patches. This fix alone would put Assault Rifle back into the mix.
Ugh... Don't remind me. Snipe powers in general have been a thorn in my side for years now. Their DPA is crap, making them poor use of Build Up and Aim, they're interruptible which makes them useless in battle and the damage they do is unimpressive in general. Most sets with a Snipe can actually do a LOT better with regular attacks under Build Up and still get more damage to the enemy in the same time. At the very least, a boost to 3.56 damage would be needed to fix them (up from 2.7), and it would still be "only just."Quote:Sniper Rifle: Sniper powers are simply outdated and something should be done to make them viable options. Straightup increased damage and/or a chance of critical hits is sorely NEEDED.
Yeah... Full Auto is probably one of the coolest powers in the game, but... It's just not very good to use. It does little damage, it takes too long, it's too dangerous to use and it doesn't hit enough people. Having some kind of protection while it's firing would be nice. A powerful debuff for the duration of the attack would actually be pretty cool and it would make sense. Its damage is just bad, even for a mininuke, and it NEEDS to hit at least 16 targets. With a cone that size, it's a crime that it doesn't.Quote:Full Auto: Is a cool power, but in some regards lacking in comparison to other nukes. The usage provides absolutely no mitigation unlike EVERY OTHER nuke. Rain of Arrow + Exploding Arrow + Fistfull can be queued so that all will hit virtually simultaneousely, defeating before incoming damage hits. That's TWICE the amount of damage FA does (and we're not even calculating in the lack of Aim in Assault Rifle further increasing the rather large gap between the sets). Nor does it kill like other nukes due to comparatively low damage through a long DoT. Inferno kills outright through extreme damage. Other nukes have some kind of mitigating aspect, from simple knockback to stuns.
Full Auto should provide mitigation as supressive fire, which would best translate to recharge and tohit debuffs - thus reducing incoming damage a little. A small damage increase would also be good. Changing max number of targets from 10 to 16 is an absolute MUST. I seem to recall the already overpowered Seeds of Confusion cone getting that treatment. Last and least; shouldn't Full Auto logically have a defense debuff similar to Burst and Heavy Burst?
