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Quote:I have well-slotted Caltrops on mine and I try to use Ignite as much as I can. I still almost never get more than a single enemy in the Ignite patch for more than a dozen or so ticks (out of about 50). Seriously, at a range of 4 feet, it's barely enough to hold one enemy, and while you can hold multiple in it if they're shoulder-to-shoulder, you can't really get them to bunch up like that and STAY like that without AoE immobilize. And I've tried. Believe me, I've tried.Ignite is a fantastic AoE for any solo blaster who can significantly slow down a spawn. My AR/Dev combines it with a well slotted caltrops to great effect. It would also pair well with /ice.
And of course on any team with a controller it is worth its weight in gold.
Ignite as an AoE is just not something I've found to be usable as AoE in all but a few corner cases and, more importantly, chance encounters, hence why I brought up the question. I've been dicking around with said AR/Dev Blaster pretty much since before I1. In fact, he was level 34 before I2 hit and took away his Smoke Grenade exploit, so I've been trying to get some use out of Ignite since then. Even at a 3-second recharge, the power was still of questionable use. Now at a recharge of 20, AND the hassle of enemies running out of it, it's more trouble than it's worth.
That's kind of why I've had my eye on it for a fix for some time. -
Good GOD, man! Please, never put blue text on a teal background ever again!
As for the actual idea, I very much like it and have a history of suggesting just that from time to time. But the current system just doesn't support what I think it is you want. And, yes, we do know a fair bit about how the system work. It's especially evident if you look at the texture packages, which you are actually not allowed to do.
Basically, each mesh piece can use one and only one texture file at a time, and some will have bump mpas and shininess added to them as additional textures, which are actually usually just bi-colour monochrome. What this means that patterns over costume pieces can never be other textures. Patterns are colour masks that allow you to tint a section of texture a different colour and is defined as a bi-colour monochrome mask. There is no way to force, say, a cloth texture to draw over a metallic texture (or at the very least no precedent for it). If you tried, you'd end up looking like you just painted part of the metallic texture with an airbrush.
Now, despite this, a few textures with both skin and clothes still exist, like te t-shirt or the tank top. The problem with these is that they're not clothes over skin, they're just one texture with both skin AND cloth on the same bitmap. Doing multiple variations of these with non-human skins, while possible, would both be seriously time-consuming AND balloon the costume piece dropdowns to unprecedented size.
Now, on the subject of skin under gloves and bracers... Yeah, I can kind of see that. It'd be a lot simpler to just give gloves and bracers a "texture" dropdown to alter the skin texture underneath them than to try and alter skin texture on a whole-model basis, though.
The problem with swapping out skin is that currently, Tights With Skin options work by using patterns to simulate clothes, and the only reason THAT works is because skin texture is relatively smooth and tinting it kind of looks like skin-tight clothing. Any detail you put on the skin, however, will show through the "clothes," revealing them for what they are - bodypaint. Any detail like... Nipples! Seriously, grab a bare-chested male and start putting patterns on him. You can't make them look like clothes with the guy's nipples clearly showing through the fabric!
Again, this is still a very good idea, and I hope and pray that one day we might get the ability to overlay textures on top of each other. That would be the ideal solution. -
Quote:This is probably one of the more convincing arguments I've seen here. True, we can write-away what we want, but the fact remains that angels in fiction have always had that as a precedent - they are servants of a usually-unnamed god who will help you and possibly even serve you at his behest. More often, however, angels will act as protagonists and commanders, and very rarely as servants. Precedent to the contrary does exist, but as with anything in this game, powersets need to account for the broadest possible pool of concepts.Here's the logic behind Angel and Demon summoning.
Angels are typically servants of A Higher Power, above all else. In fiction, when an angel aids a mortal, it's at the behest of said Higher Power. You get a blessing, or a clue, or a cool sword, or something. You don't command Angels. On the "Divine Hierarchy", they outrank you.
Demons tend to associate with Mortals more, because Mortals can give them what they desire. Wanton destruction, souls, and a chance to take a break from Hell.
Angels don't have any reason to leave "Insert Location Here" unless they're fighting the legions of Hell. Even then, they're still utterly loyal to A Higher Power. They would take you on as an ally, not a master. At most, you could justify it as an army of Guardian Angels.
Which, for an Archetype that starts off Neutral at best, is unlikely.
Of course, this can be done just by giving us angels as summons and refraining from making power descriptions explain why the angels are helping and what the hierarchy is, allowing us to make up our own. Whether they serve us or we serve them is up to the character owner to decide.
And they don't have to be Christian, either. The angels, archangels and seraphyms in Heroes of Might and Magic actually belong to the named god of the Griffin Empire, the same god whose priests routinely call down holy fire to smite the unbelievers. That's in their unit descriptions, mind you. I'm not making it up. Speaking of which, the reraphyms are "red angels" who have traded the holy way of salvation and redemption for combat, their wings long since stained with THE BLOOD OF THEIR ENEMIES. I'm not making this up, people! -
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Quote:I guess then we're back to trying to figure out what digitigrade legs would look good as and leaving it as an exercise for the reader to try and determine how such a transition would actually take place. More specifically, it brings us back to questions such as how a bipedal humanoid digitigrade would do things like sitting down, kneeling, crouching and so forth. Would they actually sit down like cats and dogs?Given infinite time and budget, the ideal thing to do would be to make both knee and ankle joint functional and re-animate all poses using that rig, but in the absence of that, the current solution of locking the ankle is probably the least weird-looking compromise available.
Heh, yeah, I didn't even think of that oneQuote:Also, I think Zombie Man was trying to point out that if digitigrades are anything walking on the balls of their feet, then anyone wearing high heels qualifies. Of course, as anyone who wears high heels for any significant length of time can tell you, the human leg is not adapted for digitigrade locomotion. Note that the distinguishing feature of a high heel is the high heel, basically a prop to keep the heel up...
But yes, a digitigrade is a creature which has evolved feet designed to walk on their toes, not simply any animal who just chooses to walk on its toes some of the time. Human feet are designed to stand on an equilibrium between the toes and the heel, and high heels are no different. You CAN walk in them just on your toes, but that requires some serious calves. Most of the time, people walking in high heels are indeed walking on the actual high heel 
Incidentally, humans can also walk on their hands, but we don't really classify our species by it
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Quote:What's wrong with wanting to see your granddaughter's lookalike pole dance? It's not like the Statesman is some disintegrating old man gawking at a young girl. Thanks to the magic of comic books, they both look like they're the same age.Wait - bringing her to Primal Earth was Statesman's idea - so do you mean he did it because he wanted to see Ms. Liberty pole-dance?
I guess he and Tyrant are maybe more similar than we thought.
Speaking of which, Hequat looks pretty good for a woman that's, what... 50 thousand years old? -
Given that Monster Legs give you only hooves, cloven paws and robotic claws, I don't think this is an issue, at least no more so than it already is.
Oh, man, tell me about itQuote:Also, I want that succubus's legs, but more than that, I want her gloves. An option for large organic hands in addition to the large robotic hands we have now would be wonderful. But that's for another thread.
I've always been a fan of unorthodox costume pieces like this. Large hands on what is an otherwise slender body just in and of themselves look odd, but this design REALLY pulls it off, and that's thanks to its additional designs. It's a big glove with a bony arm guard and two large horns that give it a cool, ornate shape.
I honestly feel we're about due for a different design of large glove and large boot. The current large gloves make the hand only slightly larger and the forearm much larger, but it leaves the wrist tiny by comparison. Similarly, the large boots make the foot a bit bigger and the calves a lot bigger, but still gives us a tiny ankle. The Enforcer boots are a good idea in this regard, but the Enforcer gloves are really bad because they restrict hand motion... Or would if the hand didn't clip through them anyway. Basically, that Succubus is an example of how you should make big gloves
Huh... Good point, I'm not sure that joint could do all of the functions we have now without bending the knee, which wouldn't bend if it followed the current Monster legs. Let me think about this... OK, if we have the knee bent as I've drawn it, that would give it around 45-60 degrees between the idle bend and fully extended, and a human knee can go beyond 90 degrees, normally. In fact, judging by mine, it's only really limited by thigh and calf size, because I'm sure mine can go around to at least 120-150 degrees or so.Quote:I don't think it would be possible to have the thigh and calf be a replacement for the thigh, and the foot be a replacement for the calf. The problem is that the ankle is then doing the full duty of the knee, and it simply doesn't have the range of motion to make that look good. Imagine what happens if such a rig were to kneel: the ankle would hyperextend backwards until the foot was resting against the buttocks. That would be bad.
OK, I can kind of see why they went with the design they go with - even if it looks bad, they still have a knee on the knee joint, so they have the same motion... Kind of. See, the problem with the current digitigrade legs is that the shin is already at around a 45 degree angle back, which, (without animating the fake ankle, which they don't), limits the movement freedom of the knee down to around 90-120 degrees. Considering characters already bend their knees more than that, such as when kneeling (Rest, /em kneel, etc.), this already looks kind of bad.
But I agree, swapping the knee joint for an ankle joint which pivots the other way is hugely problematic, not least of all because a digitigrade character will still want to use his knees more so than his calves, requiring the much-feared brand new animations. And we're not just unlikely to get that, we are GUARANTEED to not get that unless SantaChrist comes down to my house and start taking notes.
*sigh*
Well, that still leaves the alternate purpose of the thread - figuring out what WOULD make a good digitigrade character. I think we can all agree that the way it's done here is iffy. Yes, it looks passable in the combat stance, but try and think about WHY it does - because in that stance, you have the upper legs displaced off vertical centre and it actually looks much more like the succubus I posted.
So, how would a Digitigrade humanoid stand? Regular stance with legs side by side? Perpetual one-leg-forward Stance? Sort of crouched down a bit? And how would the legs be held in their idle stance? I'm still in favour of a zig-zag pattern with the knees in front of the centre of mass and the calves behind. I'm also starting to think that somewhat shortening the shin bone as the cost for extending the foot significantly is the right way to go, as it retains the feel of recognisable legs while still making them clearly unusual. I should look into Heroes of Might and Magic 5 some more. That game had the right idea with digitigrade legs. I'll try to get a few in-game shots.
Incidentally, the current rig looks poor when standing straight, but as soon as you get into the combat-ready stance with the knees slightly bent, it looks a lot better. It could just be a matter of getting the character to carry itself appropriately. If the idle stances were adjusted for digitigrade legs, that might get us most of the way there. -
Enduring rubbish jokes and having fun are mutually exclusive. I might have actually enjoyed the old Hamidon, tedium and all, if it weren't for the "community banter."
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Quote:Ah, so THAT'S what that movie was calledI know the aliens in The Arrival (with Charlie Sheen) had legs with reverted knees and I believe they ran on their toes. The didn't know a ton of them moving around like that, but the locomotion looked a lot like an ostrich to me.
Cool movie, to be sure, but it had what I'd describe as the worst backwards knees I've seen in contemporary fiction. Those aliens weren't even digitigrade. They had what were basically human legs with reverese knees. Ugh!
And you know what? Part of the reason I dislike the current Monster legs we have here is because they look like that
Well... She's a woman. Artists usually draw them with unusually long legs
More seriously, though, I think she's my favourite depiction of digitigrade legs. She's not realistic, obviously, but her relatively longer thighs are balanced by relatively shorter shins, giving her a stance that's very reminiscent of regular legs, but with what is clearly digitigrade legs.
There's also the other point of contention, which is the general sense of aesthetic when it comes to proportionate leg length. Some people look at City of Heroes and cry out that the only way to make a decent human is to make them as short as possible, and even then they're still too long. I look at my own characters, and nearly ALL of them that don't have an excuse are using as legs about as long as the editor will permit me. Outside of kids, stocky characters and... Well, actual digitigrade characters for whom anything over minimum leg length looks absurd, I use close to maximum legs just because that's what looks good to me.
Ah, Pumpkinhead. He always seems to come up in threads like this, and with good reason. Yes, I agree completely. Pumpkinhead, especially in this pic, looks like a VERY good representation of a digitigrade humanoid. I shudder to think how the operator could so much as STAND with his feet practically vertical, but I'm sure the suit hides some clever trick to give him a more stable footing. Because if there really ARE human legs inside that suit, then the rest of the suit must be HUGE! The guy's head is probably somewhere in the the thing's chest.Quote:Pumpkinhead always seemed to me to be a good example of digitigrade, if only because the size of it allows for a proper length of the metatarsals to offset the length of the human actor thigh and shin.
Gawking aside, notice what that thing is actually telling us - its feet are almost straight down vertical, with the toes at almost right angles. It's the REST of the leg that is bent at the knee, with the thigh coming down at an angle and the shin coming down at an angle, in turn. In fact, if you'll notice, the feet are in-line with the pelvis, almost like the shins would be on a human. Which makes sense - the guy's basically squatting inside that suit, and he actually reminds me of Spider-Man "sitting" on a vertical wall.
That makes sense, by the way, and it reveals something interesting about OUR game, in turn: The current Monster legs are basically a lower leg swap. Well, suppose we got another set of monster legs that were an UPPER LEG SWAP? Just think about it from a technical standpoint - you get a rig that's no less ridiculous than the one we have now, with an upper leg which has the knee jutting forward with the thigh coming down at an angle, the shin coming back at an angle and meeting the "old shin" at a level a little below where the knee is on the old legs. Then you can just reuse the old ankle joint as a toe joint and you have a leg which should still be able to use the old animations on a level similar to what the current Monster Legs do. Huh...
By the way, why is that thing called Pumpkinhead? It doesn't look like it has a pumpkin for a head.
Actually, I think I'm going to go forward with the last idea. Rather than trying to recalculate everything, what if we went with just a thigh swap? Look at the Pumpkinhead pic and notice how he could just as well have a thigh going from his pelvis to his ankles and he'd look like an actual human with correct legs. If we can keep digitigrade legs doing this, we should be able to get a completely different take on them and, best of all, AS AN OPTION. No need to trash the old ones.Quote:I agree, but I believe you'll never find a single transform for all the animations that looks reasonable, nor a transform for a category of animations. I believe you'd have to make a transform for each part of each animation to get it to work and look good at the same time.
You want "backwards knees?" The old ones provide. You want a stilts look? The new ones should do. I actually think that'd put my fears to rest.
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Actually, here's a request to you guys: If anyone's good at drawing and modelling, can you have a look if swapping the upper legs of a humanoid character with digitigrade legs would look at least passable? I'd like to have some proof of concept, but I just can't draw to save my life to make it.
*edit*
Just to show how little artistic talent I have, here's a depiction of what I mean. This shows four different figures which are supposed to look like people. They don't, but that's besides the point. The first one is regular. The second one is a lower leg swap, the third one is an upper leg swap and the fourth one is a whole leg swap. All of those are done to the best of my ability, which isn't a lot, so yes, they all look very ugly. It comes with the territory.
If someone who can actually draw would like to take up the challenge, I'd be ecstatic, because there are a lot of things that I simply can't account for. -
Quote:Well, my thinking was more along the lines of a general transformation. If you have a regular leg rig with static bone lengths and you know the angles of each of the joints, then you should be able to transform that into another leg rig with different static bone lengths and calculate the angles of the joints from there. The problem is having one static rule as to the transformation. I'm not sure if it's possible to formulate one singular rule that would work in all situations, but that's kind of what I want to find out - how would digitigrade legs look in the various poses humans are supposed to assume and if there's a good way to get a general correlation that would work.The end result is that you simply apply a transformation matrix to the bones if you're dealing with digitigrade legs, but I can't think of any means to automatically calculate those transforms.
Again, this is less animations (a field I have no expertise in) and more straight-up mathematics (analytical geometry, in fact, which I actually studied). Getting a transformation model is, if not simple, then at least doable. That's not the question. The question is whether I can find such a model that looks reasonable.
To that effect, can we see if we can't examine a few of the more important leg stances to see what we can come up with? What would those actually be? Off the top of my head, I'd look at:
1. Standing up
2. Squatting
3. Kneeling
4. Down on one knee
5. Some kind of wide-leg combat stance
6. One of those martial arts stances with the feet FAR apart and the body shifted to one side.
I'm not convinced digitigrade legs can even assume all of those, as some of them depend on the action of the human foot, and beyond that, I'm not sure it's feasible to have only one transformation for all of them, but I guess that's something to think about.
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I just want to restate something: While I AM interested in a formula to calculate the difference between regular legs and digitigrade legs, that's not my ONLY concern. Getting a better understanding of how digitigrade legs would function on a theoretical fantastic humaniod being and what would look best is just as important. As I've noticed before, when artists draw digitigrade legs, a lot of the time they'll struggle to make them look good, and not because of a lack of talent but simply because digitigrade legs on humans don't make sense practically. Our own awkward "chicken legs" are proof of just that.
Yes, I don't like the digitigrade legs we have now. I am very greatful that we actually HAVE them, but the rig they use is... Just bad. -
But... Those are links from my Photobucket account and from Wikipedia. I did grab the Succubus pic and the Metal Gear Rex pic from a Google image search, true, but they're just JPG files. They shouldn't be able to contain any viruses.
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I'm sorry, but I just don't get that. They gimped the system by allowing people to choose who to accept messages for? By the same token, the "Not Looking For Team" option could be said to have broken teaming in general. I don't agree with you here in the slightest. I enjoy having the option to turn off e-mail from strangers, or e-mail in general. I don't use it, but HAVING it is better than not having it.
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Quote:Trial Accounts can still use the Help channel, at least they could last I checked. What's the problem with that?Well they should fix the Help channel then. Trial accounts can't use broadcast, which is where I hear a lot of the newbie questions, so they have to go to a populated area and use local otherwise...which usually means Atlas Park, mecha of knowledge that it is...
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Quote:No-one's asking for the business to police EVERYTHING, but the business cannot afford times when they are policing NOTHING. No-one here is asking that the mods "sense" spam threads and delete them on their own, but when people report a thread as spam, it CANNOT be allowed to exist for another 12-14 hours without anyone taking action. They CANNOT allow this much dead space of zero moderation.No business can police everything that happens on their premises every single second of the day over every square inch. Even when they have a personal incentive to do so (e.g., to stop shop lifters), they can't have that kind of omniscient view of everything at all times.
I agree with the statement above yours - they need to ensure there is at least one moderator on at all times, such that when someone files a moderator report, it's acted upon in short order, not half a day after the fact and 50 reports later. -
A preface for the uninitiated: A digitigrade is an animal that walks on the toes of its feet, rather than on the whole feet. Real examples include things like cats, dogs, cows and ostriches, while fantastic examples include things like werewolves, minotaurs, were-cats and, um... Chocobos... When I say "digitigrade legs," I'm talking about the hind legs or quadrupeds, as they are what's classically seen as the so-called "backwards knee legs."
The reason I'm making this thread is because I want to see if you guys can help me paint a clearer picture of what a bipedal humanoid with digitigrade legs would look like. There have been many designs over the years, and I myself have posted pictures and screenshots of many of them. The digitigrade legs we have (the Moster legs) are... Really not something I'd consider to look natural, or indeed look good, but if not that, then what? That's the primary question I'm looking to answer here.
I don't want to look to nature for rules already stated for a couple of reasons. First of all, the few bipedal digitigrades that exist are almost all birds and as such have bodies that are pretty far from looking humanoid and, even then, their leg bones are too dissimilar from human to really apply. Secondly, while digitigrade stilts do very much exist for actual humans to wear, there are multiple problems with these. For one, we're build to walk upright with our knees locked, so we instinctively try to walk as close to that as we can in these stilts.
For another, human muscles are built for a relatively short foot, so digitigrade stilts tend to cheat, either by extending the walking surface back from the toes, by shortening the stilt by moving the shoe position down or by using bungee cords to hold the stilt extended. And even when humans do walk in these stilts, the problem is that they lengthen the overall leg size significantly beyond what looks humanoid, making them look like they're 10 feet tall with 8 feet of legs.
Personally, I'd like to concentrate on fictional designs, such as the legs we already have, the legs on the various Fantasy demons (such as those on the Heroes of Might and Magic 5 Succubus), or even those on giant robots (like Metal Gear Rex). So, with that in mind, what do you believe digitigrade legs should look like? How do you believe a person with them should stand? What would be the correlation of lengths between the thigh, shin and foot?
Counting the hip joint, the human leg has four joints - hip, knee, ankle, toes (counted as one joint). As City of Heroes handles it, the hip joint and thigh size are very much identical to those of ordinary legs, with the "digitigrade" part of the Monster legs consisting of an extension replacing the lower part of the leg. I'd call it a boot extension, but boots only extend below the knee, whereas these legs actually extend from the knee itself, which is held bent backwards at all times. This looks really awkward to me both because it's not a natural stance for someone with legs like these, and because it actually cuts down on the length of the shin in comparison to the thigh. Even in the few bipedal digitigrades (say, the ostrich), it is the thigh which is incredibly short and stocky, with most of the leg being shin and foot. The "backwards knees" themselves are actually ankles, not knees at all.
Personally, I would assume a creature like this would stand with its feet held much more vertically, putting less stress on the ankle joint in holding the body up, as well as less stress on the toes. I'd also expect to see the knee held up much farther forward, with hip joint actually bent forward. I'd also expect the thigh to be much shorter, at most comparable to the length of the shin and the foot. Being that I suck at artwork, I can't really draw what I mean, but I'd say the Succubus I linked to before has the right idea.
Now, I understand why the digitigrade legs we have here in City of Heroes are done as they are. With only the lower legs being basically a boot swap, the digitigrade legs can use the same animations as the more proper legs. And I will admit that it's true - I can't actually think of a single other game which features a digitigrade protagonist with this kind of depth and breadth of animation diversity. What City of Heroes does is the equivalent to the the Prince of Persia if the Prince were a Satyr.
This is kind of where this whole thread came about. Since it's foolish to suggest adding a brand new lower legs skeleton to be animated completely over again, I got to thinking if it isn't possible to come up with a mathematical model for transforming regular-leg positions into digitigrade leg positions completely automatically. But then it occurred to me that I don't really know what the corresponding positions to real-leg stances would be, which brings us back to the question: What do you believe a bipedal humanoid digitigrade would look like? -
Thanks
A couple of questions:
Quote:Wow... So, I can only check memory at boot time? I'll have to look into this, as I'm not sure I have a CD burner programme and I don't actually have recordable CDs at the moment. Will look into it, though.MemTest86 is good. And free. Just do the free download.
OK, I had a look at this, but it's listed as designed for XP/Vista 32 bit, whereas I'm running Windows 7 64 bit. Will it be compatible with that, too? Also, you say it's designed to stress and overheat video cards, but isn't that kind of dangerous, especially if there are suspicions of overheating problems?Quote:FurMark is a very intensive OpenGL benchmark that uses fur rendering algorithms to measure the performance of the graphics card. Fur rendering is especially adapted to overheat the GPU and that's why FurMark is also a perfect stability and stress test tool (also called GPU burner) for the graphics card. (quoted from their site)
*note*
Something I may have neglected to mention: From time to time, my video will freeze into a black screen and Windows 7 will tell me that my video driver crashed but recovered. This does not cause games to crash when it happens, and it it has persisted for as long as I've had this rig. It persisted without drivers, with the default drivers on the card CD, with the updated drivers I got from nVidia and after I did a Driver Cleaner sweep to remove all old drivers and install new ones. I don't know what it is, but given that Windows 7 seems to have new ways of displaying errors for EVERYTHING, it could be an old problem I've been seeing before manifesting with a new message. After all, what used to be "Illegal Operation" and became the "End Task" window is now also completely different. -
Quote:Quick question - why? I'm serious here. If you assume that the "black void" outside of the walkable space is actually more rooms and that all of those closed doors lead to more areas, is it really that unreasonable? Or is it the design on the actual walkable spaces that bugs you? I've seen a few people criticise the offices for having absurd terraces and offices that open to a three-storey grand hall.Lots of good advice in these posts. I'm actually an architect in my 'day job', and as you might expect the office interiors bug the livin' fire outta me.
I do agree with the general sentiment, though. I wish buildings were designed more like they were in UFO: Enemy Unknown/X-Com: UFO Defence. Even skipping the ability to mix outside and inside environments in the same location, UFO's buildings were always logically constructed. The entirety of each building was comprised of internal space, with no large areas of blackness that looks like someone poured a wall of concrete 10 feet thick. The University instanced mission is very good about that. You have a hallway with rooms on the sides, and the rooms are open and enterable. This would be ideal if it were used for more than just that one map.
For instance, in an office map, just open up all the doors, or at least enough doors to make the each section of tileset rectangular. Speaking of which, it would be nice if we could open more normal doors, not just those huge dividers between tileset pieces. Being able to open the various small orange doors in an Office building would be really cool. -
In another thread, I was advised to try the latest 3D Mark software, which I did with no problems. Is there a better way to stress-test a card with purpose-designed software? Also, I've been told about memory testing before, but never what to do it with. Would you suggest a piece of software with which to check my memory? I assume we're talking about RAM here.
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I came in here eager to talk about this, only to discover that I already talked about it last year, in the same thread...
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Well, I couldn't cause the crash to recur, even with my camera zoomed in, doing what I usually do. At least it's not happening to me any more. Maybe I stopped doing whatever it was I was doing to cause it? I don't know, I hope it won't kill me in the future.
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Quote:Huh... OK, I guess if it's a real problem I can't really criticise you for it.It has done it recently, and usually does it at least once a month. I know of one person who simply doesn't alt-tab at all when using the game because of issues it causes.
Um, WinAMP allows you to do exactly that. Hit J to activate the Jump to File feature, then start typing. It matches to any part of the word. When I'm looking for, say, Best Day Ever by Bowling For Soup, I hit J, type in Soup and hit Enter. That's actually easier than typing /play soup, and it also allows me to pick the exact song. For instance, if I want to play the LazyTown Theme, I don't have any single identifier that's unique. Searching for Theme reveals the Mario Brothers Theme, the Bubble Bobble Theme and probably a few others I don't remember, and searching for LazyTown revels my entire LazyTown music collection. There's nothing I can type /play for.Quote:The issue with looking through the playlist comes when you're the kind of person who has hundreds or more songs in your playlist. If you're given a command to go directly to a song without having to look for it then wouldn't you use it too?
Again, I don't get it. I've read your "relevant parts" and all you're doing is describing a more cumbersome variant of the options currently provided by WinAMP.
