Official: Visual Effects bug thread


008Zulu

 

Posted

Use this thread to report any issues with visual effects (VFX) in CoH. This would include everything from effects from player powers, enemies, or sound effects. Please give us as much detail as you think we might need to replicate the bug.

If it's a player power, be sure to let us know what Archetype you're playing and any other powers that you might be using that could be contributing to the problem.

Please refrain from making subjective comments about VFX or sounds in this thread. I'm not interested in hearing about how it doesn't make sense for Rage to be a big yellow glow, or how you refuse to play Stone Armor because of the way Granite Armor looks. All I'm looking for is 'This effect, in this circumstance, doesn't work the way it should'.

Also, it would great if you could take a quick scan through the thread and make sure that the bug hasn't already been reported. If you've got more information to add to something that's already in here, such as 'This also happens for Dominators', then feel free to add your comments. I do not need a dozen "QFT" replies, thank you very much.

I can't make any guarantees that we'll be able to fix everything in a timely manner, but having everything consolidated here, in one thread, will greatly improve the chances of that happening.

Thanks for your help in making this the best game we can.


 

Posted

Would this be the thread to post issues with costume parts not layering correctly? Like costumes as displayed in the editor not displaying in-game?

I'm not sure whether this is the right place to report a problem with some of the Chest Detail Armors (Roman, Vanguard) not displaying if layered over some of the Tops for Female characters.

I will edit to add more details if this is the right place for it, but I don't want to waste space & I already /bugged t in game a couple of times.


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Originally Posted by SpyralPegacyon

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Posted

If you're playing a Fire armor Brute, and a Thermal Corruptor casts Fire Shield on you, when the Corruptor buff's duration expires, the visuals for your Fire Shield toggle also vanish. The toggle is still running and appears to be working.

The same thing happens with Thermal Plasma Shield and your Plasma Shield toggle.


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Posted

Scorpion Shield in Mace Mastery for Dominators: the visual effects and sound don't play in sync with the activation animation. The effect doesn't start playing until the animation is finished.

Hand Clap in Super Strength: When this power is used while flying, the yellow shockwave is displaced quite a distance to the character's left, instead of where the hands (should) meet.

Not sure exactly how this bug is reproduced, but oftentimes, when I'm on my Arachnos Soldier, if I change costumes while my gun is drawn, the muzzle flashes and various VFX that should be at the barrel of the gun shift to the right of my character. Sometimes changing costumes again or drawing my Bane mace will get the VFX back to the right spot.

I've noticed that in a lot of the Burst and Heavy Burst-type powers used by NPCs, particularly the ones with Miniguns, the VFX is out of sync with the animation.


Issue 16 made me feel like this.
Warning: This poster likes to play Devil's Advocate.

 

Posted

The Vanguard weapons are not blending correctly between the two color selections. It seems like you can only see the second color pick only at very specific angles.

Before. Here is an example of the Talsorian Katana with light green as the primary color, affecting the outter part of the blade and black affecting the inner.

After. The same blade, with the same color picks. Only the primary shows up unless you move your camera around to very specific angles. Something is up with the layering, I think.


Playstation 3 - XBox 360 - Wii - PSP

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Samuel_Tow: Your avatar is... I think I like it

 

Posted

If you have a Sprint power active, and then start flying, the dust cloud will continue to be produced while you fly. If you start flying while in mid-air when the dust cloud isn't appearing, it won't appear at first, but will appear and stick to you if you fly near the ground until you stop flying.


Issue 16 made me feel like this.
Warning: This poster likes to play Devil's Advocate.

 

Posted

Played my sonic/sonic corruptor today and I did the cape mission. In the mission where you have to destroy the contraband, the sonic blasts were hitting a point up and about two feet away from a corner of the box.


 

Posted

[u]Suppress Extra Player FX[u]

Doesn't work. It has no effect.

When I'm a hero and I see another hero with Dispersion Bubble and a host of other powers and, well, I see them. Nothing is being suppressed. And they meet all the requirements set for by the ex-Dev, poz, who said in a post now deleted from the forums:

[ QUOTE ]
The intention of "Suppress Extra Player FX" was to reduce the number of "unimportant" FX displayed. This was targeting city zones, mainly near trainers.



With the Suppress FX options turned on, here are the heuristics used to determine if a continuing FX will be shown.
1. If it's not a continuing FX then show it.
2. If it's on you show it.
3. If it's on a critter show it.
4. If it's from a villain and you're a hero (or vice versa) show it.
5. If it's from you or to you, show it. (So you see all bubbles you cast.)
6. If the target or source is on you team show it.



In April last year, a fix was made to the code which fixed a loophole where you may not see some teammate FX (such as when they were debuffed by a critter). This may explain the change in behavior that you've seen.



So, I believe that the suppress code is working as we intended. We decided that anything that happened to a teammate or that you triggered was important. This feature was never meant to help on mission maps; it was meant to help spammed group heals at Ms. Liberty and sundry running around town.

[/ QUOTE ]


It has never worked.





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Posted

[ QUOTE ]
Use this thread to report any issues with visual effeccts (VFX) in CoH. This would include everything from effects from player powers, enemies, or sound effects. Please give us as much detail as you think we might need to replicate the bug.

[/ QUOTE ]

Flash Arrow "sparkle" graphic fades at 30s, and the -ToHit graphic (black-tinted yellow circular reticules) is very difficult to see. Duration of "sparkle" graphic should be 60s, the duration of the power.

Poison Gas Arrow has no -Damage graphic.

Poison Gas Arrow has a faint purple graphic to indicate that enemies have been debuffed, it's very difficult to see, needs to be more visible.

Acid Arrow has no -Res graphic.

Ice Arrow graphic appears before power affects target if target is already Held.

Ice Arrow graphic appears 1-2 seconds after arrow hits target if target is not currently Held.

Disruption Arrow graphic is still the old "white rings" style of the previous Sonic animations, may be difficult for some players to see (but does not appear to cause physical problems).

Aid Other/Aid Self "tricorder" device appears to the side of a character or critter, not in the character/critter hand.

Assault is not using the same sound as other Leadership powers (it's missing the "trumpets").

The "choking" animation (used for Char and Poison Gas Arrow's Sleep) will often fail to animate if the target was performing another animation when the effect attached to the "choking" animation was applied.


 

Posted


Earth/Rad Controller

have AM active, cast Quicksand. There's a green glowing ball (like what AM does to your character) hanging over the Quicksand patch.


 

Posted

[ QUOTE ]
Not sure exactly how this bug is reproduced, but oftentimes, when I'm on my Arachnos Soldier, if I change costumes while my gun is drawn, the muzzle flashes and various VFX that should be at the barrel of the gun shift to the right of my character. Sometimes changing costumes again or drawing my Bane mace will get the VFX back to the right spot.


[/ QUOTE ]
This bug does not persist after a change in zone either. According to teammate feedback, this error is not seen by other players (at least not in my experience).



 

Posted

The Willpower VFX are not suppressed by Suppress Close FX, even though other VFX are being suppressed. This happens on both Tankers and Scrappers, haven't tried it red-side.


 

Posted

Gravity Control on Controller:

The visual effect for its holds and immobalize swapped over a little while ago and now look silly.

The visual effect for Dimension Shift has disapeared completely.


 

Posted

Immobilize Effect lacks consistent visual indicator

The Crippling Axe Kick in the Martial Arts/* powerset (among others), and the Immobilize Procs in IO Sets (such as Razzle Dazzle, et al) completely lack any sort of visual indicator that they are ... in fact ... in effect. Even something as "simple" as just making a "slow pulsing glow" aura or just simply recycling the starburst aura effect around the lower legs/boots to indicate that the target is, in fact, Immobilized would be greatly appreciated.

(yes, this is a feature request ... as opposed to an outright bug)


It's the end. But the moment has been prepared for ...

 

Posted

It seems to happen randomly, but I often see the effects from ranged powers "hang" in the air after the effect ends. I've noticed it most recently on my spines scrapper. Sometimes when I use impale, the bundle of spines that I throw will just hang in the air. It happens occasionally with my fire blaster too. The power hits and does damage normally, but for some reason the power effect just hangs there.

When quills is toggled on, and I'm moving quickly with superjump, the bursts of spines emanate from quite a ways behind my body.


 

Posted

[ QUOTE ]
Hand Clap in Super Strength: When this power is used while flying, the yellow shockwave is displaced quite a distance to the character's left, instead of where the hands (should) meet.

[/ QUOTE ]

This seems to be affecting Electrical Manipulation/Lightning Clap, as well.


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

Posted

When a character jumps into a sewer, parked truck, SWAT vehicle their aura jumps back out.


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Woeful Knight (BS/Regen/Body Scrapper)
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SilverCybernaut (Eng/Dev/Munitions Blaster)
Apixie OhNo (Fire/Fire/Pyre Tanker)
Y'ru Glowen (Rad/Rad/Psy Defender)

 

Posted

Tanker/Fire Melee:

Combustion - The "Miss" over-head float message from mobs that are missed has a pronounced delay in popping up.

Scorch - The "hit" sound effect doesn't play when attacking inanimate, destructible objects.


Note: Secondary = Willpower. Toggles don't seem to matter. I noticed both starting at lower level when I only had HPT and FH.


 

Posted

[ QUOTE ]
[u]Suppress Extra Player FX[u]

Doesn't work. It has no effect.

When I'm a hero and I see another hero with Dispersion Bubble and a host of other powers and, well, I see them. Nothing is being suppressed. And they meet all the requirements set for by the ex-Dev, poz, who said in a post now deleted from the forums:

[ QUOTE ]
The intention of "Suppress Extra Player FX" was to reduce the number of "unimportant" FX displayed. This was targeting city zones, mainly near trainers.



With the Suppress FX options turned on, here are the heuristics used to determine if a continuing FX will be shown.
1. If it's not a continuing FX then show it.
2. If it's on you show it.
3. If it's on a critter show it.
4. If it's from a villain and you're a hero (or vice versa) show it.
5. If it's from you or to you, show it. (So you see all bubbles you cast.)
6. If the target or source is on you team show it.



In April last year, a fix was made to the code which fixed a loophole where you may not see some teammate FX (such as when they were debuffed by a critter). This may explain the change in behavior that you've seen.



So, I believe that the suppress code is working as we intended. We decided that anything that happened to a teammate or that you triggered was important. This feature was never meant to help on mission maps; it was meant to help spammed group heals at Ms. Liberty and sundry running around town.

[/ QUOTE ]


It has never worked.






[/ QUOTE ]

Suppress Extra Player FX only supresses a power if the source and target are "friendly" players not on your team.

AoEs that can affect players not on a team with with the caster should not suppress.

The best way to test if this is working is to have 3 unteamed players, one a buffer. If the buffer buffs you and the 3rd player you should only see the effects on you, not them.


 

Posted

[ QUOTE ]
Suppress Extra Player FX only supresses a power if the source and target are "friendly" players not on your team.

AoEs that can affect players not on a team with with the caster should not suppress.

The best way to test if this is working is to have 3 unteamed players, one a buffer. If the buffer buffs you and the 3rd player you should only see the effects on you, not them.

[/ QUOTE ]

I know how it's supposed to work. It doesn't. I gave an example. It does not conform to the way a Dev said it's supposed to work. I shouldn't see the dispersion bubble of any other hero at Wentworths if I'm not in that bubble, but I do see it. It doesn't work.


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Posted

The Issue 16 pictures indicate that the imps have no shadows...

What?!

Oh, and casting ice slick - sometimes the slick itself is under the floor and you can only see the frosted air effects at the edge as an indicator.

Make oil slick ALWAYS light - this may be a power mechanic problem though.


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Posted

[ QUOTE ]

Earth/Rad Controller

have AM active, cast Quicksand. There's a green glowing ball (like what AM does to your character) hanging over the Quicksand patch.

[/ QUOTE ]

This is unlikely to change, as your buffs get passed to pets. The game considers Quicksand a pet. There is multiple other powers with this exact issue, like tar patch, etc.


My new Youtube Channel with CoH info
You might know me as FlintEastwood now on Freedom

 

Posted

Tanker Super Strength - Footstomp

On occasion, the shockwave effect appears off to one side and at an angle from the point of origin.


@Demobot

Also on Steam

 

Posted

[ QUOTE ]
[ QUOTE ]

Earth/Rad Controller

have AM active, cast Quicksand. There's a green glowing ball (like what AM does to your character) hanging over the Quicksand patch.

[/ QUOTE ]

This is unlikely to change, as your buffs get passed to pets. The game considers Quicksand a pet. There is multiple other powers with this exact issue, like tar patch, etc.

[/ QUOTE ]

Still worth mentioning so it's on a list somewhere.