StarWeaver

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  1. Hm, I might have to do something like this at some point.

    Though I think it might be a good idea to make the description line something like:

    "Ever wanted to summon your own major demon? Now you can, with Exzjrb's Demon Summoning Kit! [Note: Object Contact assumes PC is self-motivated and rather evil. Requires Human sacrifice.]"

    Things like: "[Note: Story assumes your character is a Demon]" are preobably also good.
  2. Ok, I'm running into a virulent myth that HOF arcs have real drops like DC arcs do. I'm 95% sure this is false, but I haven't tested it myself and I don't know where the last info on it is in the forums.

    I do suggest that the answer be explicitly placed in the FAQ for this reason in any case.

  3. [ QUOTE ]
    Question: Is there any workaround to the "unable to edit your souvenir" bug? Every time I try to edit mine, the text field jitters up and down and up and down and never fully expands, so I cannot read nor correct text in it.

    [/ QUOTE ]

    You could probably edit it in the textfile. It should be around line 11, after short simple lines (unless it can dump a custom contact costume right there).
  4. Also, re navbar text, I found something interesting.

    Objective 1 Plural: Clues Left
    Objective 1 Singular: Search the Computers!
    Objective 2 Plural: Clues Left
    Objective 2 Singular: Find the radar console!
    Objective 3 Plural: Clues Left
    Objective 3 Singular: Find someone who knows something!

    This will always show "Search the Computers!" when one of the objectives is left, not any of the others. It seems to default to the first one listed in order on the details screen.

    Too bad, too, it'd be neat to provide a clue to what was left when you were down to the last item.
  5. [ QUOTE ]
    Are we able to put in freaked out civvies running all haywire in our maps (to help fill it out and add a little personality)?

    [/ QUOTE ]

    Eeegh no! I already wish they would go change all the Heroside missions with those to the mayhem-like "freak em and they leave" kind. I don't like the feeling of being in a room full of sentient dodgeballs that are trying to bounce my camera around.
  6. The built-in channels are all one-letter codes.

    Local: /chat_set l (<-- is a L)
    Broadcast: /chatset b

    Don't have the complete list at the moment.

    Can't do arena and help FSR. Best for that is /beginchat /arena

    Oh and for emote, you can't AFAIK set that as an active channel. Semicolon should be bound to /slashchat though so you can just hit it to start entry with a semicolon before your cursor.
  7. Wow, that's nifty. Though looking at it makes me think of the city as a vertical stack ... ^_^.
  8. o_o

    Isn't BillZ being out of ideas for fixing an ATI card like, one of the signs of the apocalypse or something?

    *hides*
  9. 7-12s have same problems.

    Did everything you said except driver sweeper, which I was considering trying now since my last ATI uninstaller crashed ...

    Found something else: if you set Cat. AI on, either setting, everything works . . . except you can't set your shader above low-with-world (console commands for high are also ignored) and your shins disappear in water. (Been testing this in steel around thet COT mound since there's lots of COT fires to screw up there also.)

    If you have cat ai on the game says something about using old drivers in big text on the login screen. Maybe it's using a compatability mode in this case. Which would also point towards the game's current something or other being messed up.
  10. Possibly I just can't get it to work right with FSAA=off in the game. Regardless of any other settings, even if in theory there is no AA anywhere. Sometimes when I turn game FSAA the colors stay screwed up, sometimes they don't.

    I don't know if that means that it's a problem in the card/driver's AA routines or if it's a problem with the game's not-using-AA-mode.

    At this point I'm thinking it has to be one of them.

    I wouldn't mind playing with no AA, but then it'd be nice if I could at least turn on those hdr-type options to make up for it :\.

    Since I'm insane, I'm actually going to try the 7-12 drivers. *looks for KB prot*
  11. Ooookay, now it looks like the solution is this:

    <ul type="square">[*]Set CCC to whatever. (I currently have aa and aniso set to 'use app' and adaptive-aa ON, just for the heck of it.)
    [*]Start game. On load, the colors will almost certainly (for us) be hosed.
    [*]Open options panel. Click the FSAA option repeatedly until, on one of the graphics stutters caused by changing the setting, it suddenly decides to fix the problem, which then seems to stay fixed for the session.[/list]
    It never looks like AA is enabled at all when the problem is occuring.

    When I have AA enabled in CCC, it looks like the reason turning it on in the game fixes the problem has to do with the fact that it also goes from looking less to more jaggie at the same time.

    Also, when I have AA enabled in CCC, I have not ever been able to set the in-game FSAA to "off" without problems, and every time I tried my crisp lines AND the color problem came back simultaniously.

    OTOH, I think Tina was able to do it that way once. So maybe if I turn CCC AA on and do Settings Roulette until things look right with the FSAA OFF it will work right.

    The real problem is that no particular setting will reproduce it. Changing settings can turn the problem on or off but then you restart the game or sometimes just stand around and suddenly the problem is back and the same settings don't work anymore. Sometimes you cycle through the settings and land back on the same one and the problem has come or gone.

    Bill, by the way, I just went back and did every exact setting you specify in your guide down to the bolt including such subtleties as refresh rates and still had the problem. *shrug*

    Also, I get that bloom and stuff does not work with ATI AA, but the game effectively just saying "You have an ATI card, no bloom for you" regardless of AA settings or anything seems a bit screwed up.



    -- end of actual post, minirant follows --



    And to anyone who wants to flame people using ATI cards, please actually read and comprehend this sentence: We have never had this kind of problem with ATI plus any other game ever. MAYBE the occasional problems on the level of "don't use setting X or you'll have issue Y". NOT problems on the level of "it's completely.... and we have NO idea how to fix or workaround it and we can't even figure out WTF is causing it."

    (Also, anyone who thinks nvidia doesn't have problems needs to go do some research on other games.)
  12. It looks like the magic trick is this:

    <ul type="square">[*]Turn on AA and ANISO to your preferred settings in Catalyst, and set Catalyst NOT to let the programs decide. I'm using 4x AA and 8x ANISO personally, but it /probably/ dosn't matter which numbers exactly you pick.
    [*]Turn on (FS)AA and ANISO to the SAME seeting in game.[/list]
    It appears that if both settings match their counterparts in the other software, the game will boot up and continue without glitchy graphics.

    If you DO see glitchy halos, tweak your FSAA control in options (the console command did nothing for me) and set it back to the same as Catalyst. In testing before I found out I also had to match ANISO, doing just FSAA post-launch would cause correct graphics that persisted tabbing, zoning, and character changes, but not restarting the client.
  13. Houtex: I swear I haven't had this much trouble with the combination of ANY video card and ANY game since one of (a) the DOS (&amp; maybe 95) + PCI-not-E-is-New era or (b) when I was trying to continue getting mileage out of a Voodoo3 card a year or two after the development company had disbanded (drivers? hello? where are yoo?).
  14. [ QUOTE ]
    Okay, here's weirdness for you: since nothing else worked, my SO tried hitting the FSAA option. It cleared up the problem (which was extending to other glows, like the base portal, CoT ritual circles, and Ancestor Spirits -- I shoulda taken a screenie of the Pink Ancestor Spirit), so I tried it, and lo, cleared mine as well.

    I'm gonna try turning AA and anisotropic back over to 'let application manage' for now, and turn them on in game, and see how that works for us.

    (ETA: This is after switching drivers, and yes, they appear to be manufacturer-provided 7.10s.)

    [/ QUOTE ]

    So, the bloody-edge ATI testing duo continues (this is the other part here) and these are the results so far:

    <ul type="square">[*] FSAA option in game is completely broken. Nothing I do in the options menu or on the console line (/fsaa*) has ANY effect on the quality of the picture (I'm staring at me jaggies) EXCEPT THAT:
    [*] Toggling the FSAA option turns on or off the broken particle/halo/alpha-channel problems. Tweak it, sprint particles turn red, tweak it again, they turn white. Sometimes they turn black.[/list]
    At this point we're considering turning FSAA/ANISO on in CCC and then seeing if the switch in the game just works as a broken-alpha lever or what, since it sure isn't doing AA.

    * (Also. /usedof ignored, /usehdr ignored, /bloomwhatever ignored, all these are permanently N/A in the options menu -- does it just see the card model and disallow these or what?)

    ~Weaver
  15. Nice list overall.

    I had to learn the hard way earlier though, powexectray, it uses &lt;slot&gt; &lt;tray&gt; and not &lt;tray&gt; &lt;slot&gt; arguments for some freaky reason.
  16. Hey, that's pretty nifty. At first I thought you had done the equiv. of /chatstart /ignorespammer, but it's more cool than that.

    There's a program called ... AutoHotkey? that would let you bind something like that to a normal keyboard too, though the syntax is different.
  17. I don't suppose anyone's found the whistle used for thug masterminds' summons? FWIW I think it's the same as the one that the scrapyarder foremen use to summon enraged miners. ^_^
  18. [ QUOTE ]
    <ul type="square">[*] That's the cover?[*] What' up with their faces?[*] Why are Posi's arms so huge? Isn't he a blaster anyhow?[*] What are they yelling at? "Get down here Rikti saucer!"?[/list]
    [/ QUOTE ]

    I thought they were in the middle of summoning Captain Planet, actually. &gt;_&gt;
  19. The vision I had was partial/passive immob resistacne letting you move at a reduced rate even though you are under the effect of an immobalize, without involving any slow effects. Probably too much effort and unique design for a change to one power in a (now) existing powerset though, but might be a neat way to offer a minor resistance to immob if they wanted to use it in a future set or add it to multiple sets / pools / a-pPPs.

    Add: Also, if you wanted "partial" knockback protection, lowering the chance of a hit knocking you back based on the percentage of its damage you resisted would make sense. Or transforming the knockback to a fast repel, so you're still 20 feet away but are still standing. *shrug*. Will have to play more to see how "nessescary" any of it really could be.

    (Now I want a negitive knockback resistance for soloing -- get hit by a knockback, and you're suddenly 200 feet away from the battle! )
  20. [ QUOTE ]
    [ QUOTE ]
    I don't think that finding fault with [. . .] has ANYTHING to do with what we're "supposed" to be doing here.

    [/ QUOTE ]

    How in the world did you get that out of my post? That's not what I was trying to say at all.

    [/ QUOTE ]

    (Edit: Where'd that horizontal bar come from . . . oh, too many /quotes . . .)

    I'll have to go "because that's what it came right after" . . . . Was a little bit mad (heck, I was listening to tool's Aenima, which I almost never do on purpose . . .) and probably a bit too ready to be short with someone. Sorry about that.

    [ QUOTE ]
    Adding Immob to Grounded seems a good idea, but it's a passive. Passive Immob protection in a set that doesn't have it at all? Not sure if they'd buy that, but I guess it's cool.

    [/ QUOTE ]

    Maybe a different kind of immobilization resistance, sort of a partial resistance, since it's a passive: Immobilization dosn't STOP you, but it does SLOW you (seperate from the slow effect, therefore not compensated for by slow resistance or this would be trivial for this set). Maybe each magnitude point of immob slows you by 25-33% with no cap; therefore you you remain partly mobile until the same point where someone with regular resistance has their resistance overcome by magnitude.
  21. [ QUOTE ]
    We are doing what we're supposed to be doing.

    [/ QUOTE ]

    I don't think that finding fault with ONE comparision a person makes, and then refusing to listen to ANYTHING else they say about ANYTHING while telling them, essentially, that they're playing every other character they have wrong in a tone that approaches belittling and arrogent, has ANYTHING to do with what we're "supposed" to be doing here.

    [ QUOTE ]
    We have to explain why we think the set lacks. Otherwise, what's the point? Should we limit our posts to how Lightning Field makes minions do the Siphon Life animation? That is a real, honest bug. If that's what you believe shoudl be done here, then this thread would be all of one page long.
    Making suggestions on new powers to add to the set is not what this thread is for.

    [/ QUOTE ]

    The thread is for bugs AND feedback AND balance issues, if you go look at the top post by Cricket

    [ QUOTE ]
    Anyway, the only ones you need to worry about reading your suggestions are the Devs, not us. If they saw your idea and think it's good, then great. If not, then deal. Doesn't matter much what we think.

    [/ QUOTE ]

    THEN WHY IS EVERYONE ATTACKING EVERYONE ABOUT EVERYTHING???

    Yes, it's a sweeping generality, but it sure FEELS like that in here. Also, the top post says they want discussions, not isolated comments. Also, I doubt they mean flamewars when they say discussions.
  22. [ QUOTE ]
    [ QUOTE ]

    In addition, there's a small graphical glitch which I've been trying to capture a screenshot of, but haven't managed yet. Basically, during the power-up portion of the animation, there's a point just prior to the attack where I can see visible rectangular seaming around the electricity, at about the point where my hands are held out for width.

    [/ QUOTE ]
    This?
    http://img302.imageshack.us/img302/8...cglitch2tl.jpg
    Edit: I demorecord and then use Zloth's demo launcher to do screenshot dumps of the demo in .tga format. Then I can look through all of the frames to pick out my favorite screenshot - well, in this case, I was going through to pick out the glitch... I had already posted my favorite screenshot on our SG website

    [/ QUOTE ]

    Aha, now I can see it . Looks like the lightning is being drawn on a rectangle that fits between the hands, where it needs to be drawn on one longer than that area that fades out at edges or something. (Seen stuff like this in FPS games and such before.)

    *Obviousness stating FTW! (probably)*
  23. I don't really expect too much out of the endurance transfer, but I can't even tell how much it does at all. If it weren't for the little healing-channel messages telling me so, I wouldn't even know I was getting anything at all. I've never actually noticed my stamina bar going up after a hit. So I'm guessing that the inrcease really is as low as two points, as the Negitive damage message would seem to indicate.

    According to the battle logs, I get a successful drain about 1-4 times in a decent battle. At this rate, it wouldn't seem unreasonable to get back fiveish points per success. About as much as a tick, I think, and just enough to be noticeable. Or, maybe, let endmod enhancements beef up this part of the power a bit (at the cost of slots, of course).

    Though I'd rather keep it as is than reduce damage or whatever to balance it out, though. I just get this feeling of "It dosn't *DO* anything at all" from it.


    About Jacobs Ladder: I haven't ever seen it print the "has drained the foo-enemy's endurance" damage message, or visibly drain the target's blue bar; both of which the basic attacks do reliably. The endurance-related aspects of the power seem completly broken.

    Also, I use the Ninja Blade and Scrapper Broadsword cone slice-type attacks all the time, and I find it WAY easier to hit at least two if not three enemies with those than with Jacob's. With average human enemies like hellions, they seem to have to be standing shoulder to shoulder with Jacob's, but I can get away with a third to maybe a half of their width between them with the sword attacks.


    Last thing I'm wondering about the set so far, is, does thunder strike ever disorient the secondary targets? It dosn't do smashing damage to them, which is what got me wondering, but I haven't had enough time to see if it does yet.
  24. My first one was with a level 9 bot controller on Vicious. The enemies themselves were fine, the hero was a LT or maybe boss generic fire blaster type, which didn't actually cause me much problem though the fireballs were nasty. (I think I had to resummon in combat there).

    The main thing here was that there were level 15 truck objects scattered about, which were +6 to me (+7 to my two bots). I was doing 1-ish damages to it (force bolt, brawl, origin power) and the occasional 3 (second tier bot gun power), the bots were mostly doing 1-1-1-1 bursts. It took at least 5 minutes to kill and gave a minute or maybe a minute and a half to destroy. So I'm thinking there should probably be a special time bonus for destroying things that are +4 or greater to you (or +5, or something) .

    Also, targeting is INSANE in a fresh mayhem mission! There should probably be new target_custom_foo options to single out or ignore objects, civilians, and the enemies . . . .

    ADD: I just had this thought: It would totally rule if we could get Flower Knight as a Hero EB or whatever in these once in a while. "And THAT'S for trapping every hero I tutorial'd in tiny little rooms while I was exploring the mission, *****!!!!"
  25. [ QUOTE ]
    With really careful foreplanning, on a character who has been accumulating salvage from level 12 (or maybe 11) to 31, I am able to craft at BEST 5 or 6 status resist buffs.

    (...)

    I'm basically getting one resistance buff every couple levels.

    [/ QUOTE ]

    It's probably obvious to everyone, but the "In lieu of helping my SG build any new base items," that follows from this seems like as much of an issue as the silly high cost of these things.

    Yay, another way to have to choose between helping a SG and yourself . . .