Official: Visual Effects bug thread


008Zulu

 

Posted

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

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Are those sfx pets supposed to be buffable? They could just be flagged untouchable like the Phantom Army if they arent.


Karonax - Level 50 Stone/Stone Brute
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Dr. Alexander - Level 50 Empathy/Psionic Defender
Akrinos - Level 50 Bane Spider

 

Posted

Arctic Air is not showing any fx when a critter is confused. That would be on my Dom, red-side.


 

Posted

When using Scrapper.Broad Sword.Disembowel against a destructible object (like a Superadine Lab), all attacks use the "miss" sound effect. Hits do damage, but do not play the "crunch" sound effect. I don't know if this happens with other knockup attacks.


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Posted

(1) Not sure if this is related to a specific power activation, but I have a fire/fire blaster with demon wings. Since the last patch, I occasionally hear a "swoop swoop" noise like a Rikti sword wielded by the Lost or...well, Rikti...when no one near me if wielding such a weapon. It's obvious enough that I have several times jumped and run or toggled Fly and took off to a "safe" distance, only to turn and see that there isn't anything attacking me. I think this is only happening when Hover is activated, but I have never noticed sound effects associated with Hover or Fly in the past (other than a sort of whispery hiss like compressed air). The wings are new, but I have experience with angel and insect wings and can't recall ever having heard this noise before unless Lost or Rikti were attacking with big swords.

(2) Spectral Knights, unlike other ghostly Circle foes, do not dissipate when defeated, but freeze like a transparent shell ( like an ice sculpture). This isn't new, but I thought it had been fixed in i14; it was happening again over the weekend.

(3) When the target of an electrical or dark energy attack is defeated after the attack is launched but before it connects, the attack turns into a ball of sputtering electricity or a mass of writhing shadow hovering over the spot where the target fell. This isn't new either, but I thought I'd mention it. It happens everytime, and persists until the "corpse" vaporizes. If it's intentional, no matter, but it looks like an error.

(4) Soapbox moment: this is not a problem per se, but a suggestion. If line of sight is broken before an attack animation completes, the attack misses. I think this would go a long way toward making combat seem less abstract and would benefit players who use tactics rather than luck to get through a fight. I'm tired of having massive boulders follow me around corners, up and down stairs, and through elevators, it really destroys any sense of realism. This goes for both sides, all powers. I'm not overly fond of having fireballs pass through solid rock to chase a fleeing opponent or having a target mezzed or held after they've rounded a corner. If it makes some of these high damage attacks like Hurl Boulder hit less often, perhaps this can be offset by making them do more damage when they do hit. Just a suggestion.


 

Posted

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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.

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It applies to Stalkers to.


 

Posted

The "muzzle" flash when you use the Bane Spider Web Cocoon and Mace Mastery/Web Envelope (at least the Bane Spider version) is pointing at the ground; it's rotated 90 degrees downwards.


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

 

Posted

I just started playing a Robotics Mastermind, and it seems to me that the blast from Pulse Rifle Blast is late. The sound goes off, my character makes a shooting motion, and about a second later a red beam goes from the rifle to the bad guy, or wherever it missed.


 

Posted

Did I say Pulse Rifle Blast? I definitely meant Burst. Pulse Rifle Burst. Yeah.

(sorry for the double post but I guess I can't edit the previous one anymore?)


 

Posted

Using a ATI 4870 vid card (maxed out graphics where i could), when i turn on water effects , it mirrors the world into the sky.


If the good guy gets the girl, it's rated PG;
If the bad guy gets the girl, it's rated R;
And if everybody gets the girl, it's rated X
- Kirk Douglas

 

Posted

[ QUOTE ]
I just started playing a Robotics Mastermind, and it seems to me that the blast from Pulse Rifle Blast is late. The sound goes off, my character makes a shooting motion, and about a second later a red beam goes from the rifle to the bad guy, or wherever it missed.

[/ QUOTE ]

I am getting this too. The laser beam is definitely out of sync with the gun firing.


 

Posted

Just an update, every issue reported here has been entered into our internal bug tracking software, and we're going to be addressing them over time.

This post is also a bookmark to help me identify new issues.


 

Posted

Playing on my fire/therm corr last night in a full AE team.

After using Rain of Fire there was no visible fire falling from the sky.
It was happening all night. Virtue.

Woot! First after RedName


 

Posted

I've noticed Sprint trails while jumping. I'm guessing it's somehow related to the new code to suppress trails while flying. Whenever you're on irregular terrain or jump into and then out of water you will see the trails during the jump.

A perfect place to see this is the beach just SW of Kalinda in CoV. The beach surface is irregular and elevated, and jumping always allows the trails to be seen. And you don't need SJ or CJ, regular old jumping ability will do it.


 

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The Ouroboros "warp in" effect for when you enter the Ouroboros zone is broken.
The one that makes it look like they're being twisted out of shape.

Instead players just appear behind the portal and run forward.



.


 

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This might not be appropriate for this thread, but I noticed that the patch notes list Pulse Rifle Burst's syncing issue to be fixed. Hooray for the things in this thread getting done! Nice work.


 

Posted

The "Death Goggles" from the Super Science Booster Pack III clips with the top of the head, resulting in it looking like there's a place there to work on the character's head. Not sure if that was intentional, but figured I'd just let you all know.


"If you build it, they will run you over with it."-RPG Designers Mantra
Working on: YotZ Legends: Even Heroes Die (First Round Edit)

 

Posted

The ToHit Buff graphic doesn't circle around characters correctly. The focal point is offset, not properly centered.

And it's been driving me up a wall for a long, long time. Years. I've /bugged it, I've asked Castle to ask you to fix it (twice, i believe), it's gotten to the point that I delete Insights and refuse to use ToHit Buff toggles.

Please to be fixerating the glowy balls. Soon.


 

Posted

Quote:
Originally Posted by Zombie_Man View Post
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.
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.
Concerning Suppress Extra FX...

I passed a Jira task to our lead programmer about this feature, and he quickly passed it back asking for information about what this is supposed to do versus what it's currently doing (or not doing). We're unable to find any design documentation for this setting, which means that most likely someone just coded it on a whim.

I've seen quotes as to what it's supposed to do, and I vaguely recall a programmer posting something here on the forums, but don't recall who exactly that was.

Programming assured me that it's doing something, just not what you guys think it's supposed to be doing.


 

Posted

Quote:
Originally Posted by BackAlleyBrawler View Post
Concerning Suppress Extra FX...

I passed a Jira task to our lead programmer about this feature, and he quickly passed it back asking for information about what this is supposed to do versus what it's currently doing (or not doing). We're unable to find any design documentation for this setting, which means that most likely someone just coded it on a whim.

I've seen quotes as to what it's supposed to do, and I vaguely recall a programmer posting something here on the forums, but don't recall who exactly that was.

Programming assured me that it's doing something, just not what you guys think it's supposed to be doing.
From Poz:

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.
And in fact, it's doing nothing discernible. I can stand in Wentworths or at a distance and see everyone's VFX. Toggling this option on and off does nothing.


Quote:
Programming assured me that it's doing something, just not what you guys think it's supposed to be doing.
I hope you do know how silly that sounds in that they can't put into English what it actually is it is doing and can point to, right?


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Posted

Sorry if this was mentioned in the thread, but I noticed this setting only applies to effects that are activated AFTER the setting is applied.

So if you turn the suppression on you will still see effects that were activated or applied before you turned it on. Once on, any effects turned on or applied will be suppressed. It won't suppress any currently active effects, only new ones.

I don't know if this is still the case, but this is how it used to work. I also know that the setting still doesn't stick. You can set it to enabled but it will reset it back to disabled when you quit the game.


 

Posted

Quote:
Originally Posted by Captain_Fabulous View Post
Sorry if this was mentioned in the thread, but I noticed this setting only applies to effects that are activated AFTER the setting is applied.
Aha! That *is* the case, but unfortunately, that is not the solution one would think it is. Only *some* VFX are suppressed, in fact, only a minority.

I tested this with two toons from two accounts with screens right next to each other. They went to opposite sides of Wentworths and looked at each other and then activated powers.

Many body auras did suppress after their initial activation FX. So, I saw Accelerate Metabolism activated with it's green glow, but the continuing green afterglow got suppressed. However, Choking Cloud, which has a large AoE green bubbly FX did *not* suppress at all.

Shadowfall's activation FX was seen, and small dark patch remained under the caster, but it's billowy inkiness was not seen on the caster or others in its effects.

Hasten suppresses, but not SuperSpeed.

So, I put the two toons next to each other and watched everyone come and go at Wentworths. I had one with Suppress Other FX on and one with it off. The two scenes were mostly identical. It took an eagle eye to notice a particular aura on in one screen and off in the other. Many of the biggest and brightest and more glaring AoE auras and bubbles did not suppress.

So, it is sort of working for a handful of VFX, which means, in effect, it's still very bugged. When suppress personal FX was fixed, there were a minority of VFX that it wasn't working on and BAB had to include them as part of that setting. For Suppress Other FX, the majority of powers still have to be flagged to be included under its auspices.


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Posted

The visual effects for Gravity are in error. Why am I the only person who can see this? :/

Crush and Crushing Field :- They play the "hold" visual, with the swirly effect underneath to signify that gravity is being distorted.

Gravity Distortion and Gravity Distortion Field: They play the "immobalize" visual, which makes the enemy look like they are being crushed by gravity.

The effects of these 2 sets of powers are inversed! Now, unless I missed a patch note and a very odd reason, this is completely wrong!

BaBs, please please do soemthing for this, it would be greatly appreciated. Everytime I try to play my Gravity Controller, I notice the mistaken visuals straight away. :/

P.S While on this note, Gravity Distortion and Gravity Distortion Field lost their floating animation, where held enemies are forced to float helplessly. That was such a cool feature why oh why was it removed?


 

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Dunno if anyone has posted this. I have problems with the reveal animation. On blueside I cannot see the "holographic laptop" thing that the reveal waves come from. It works just fine on all my villains though.


 

Posted

Level 30 Auras: Tendrils
If I choose black as the color I get black tendrils when set to body, but for eye tendrils I get light grey. Any chance of getting a "dark eye tendrils" option? Seems like a bug since different tendrils color differently depending on where they are on the character.

Same goes for the other auras. Having "dark" options would be great. Thanks!