Official: Visual Effects bug thread


008Zulu

 

Posted

The "charge up" stance for the Valkyrie pack Mission Teleport, Pocket D Teleport and Teleport-to-base powers isn't working correctly. Instead the character takes up the stance, then starts to ease out of it, then starts to get into it, then starts to ease out of it again and so on in a rather spastic looking cycle until the power finishes charging and fires.


Arc #40529 : The Furies of the Earth

 

Posted

This is an effect bug concerning an NPC. All Nemesis soldiers with rotary gatling guns, in fact. Dragoons and such.

Now, normally the weapon is comprised of two parts - the spinning barrel on top and the pipe with a flared end for the flamethrower. However, when the Dragoon is using his Full Auto, a second spinning set of barrels appears over the pipe for the flamethrower and then disappears when he stops shooting. This doesn't occur when the Dragoon is using his flamethrower, only when he is using his gatling gun.

It looks almost as though the weapon was originally designed to have a set of two counter-rotating rings of barrels, because the second one is positioned pretty centred over the flamethrower pipe, but this business of appearing and disappearing is most definitely a bug.


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

Quote:
Originally Posted by Obscure_Blade View Post
The "charge up" stance for the Valkyrie pack Mission Teleport, Pocket D Teleport and Teleport-to-base powers isn't working correctly. Instead the character takes up the stance, then starts to ease out of it, then starts to get into it, then starts to ease out of it again and so on in a rather spastic looking cycle until the power finishes charging and fires.
This is also happening to the various Teleport/Recall powers (Recall Friend, Shadow Recall, etc) that use the Recall Friend animation. It looks like you are dancing in place.

If it needs to be verified, let me know and I'll log into Virtue with my Warshade to show whoever needs to see it. It didn't start doing this until about 5 or so days ago for me. Prior to that, the animation would play through normally.


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Posted

When i summon a Gun Drone on my Devices Blaster, if I have hasten running the Gun Drone has the hasten effect on it, although, of course it has no fists to glow so has this glowing ball sticking out of one side of the Gun Drone. if I summon a Gun Drone when hasten isn't running the Gun Drone looks normal.


By ap011a8571 at 2009-08-12

By ap011a8571 at 2009-08-12


Defiant 50's
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Posted

Quote:
Originally Posted by Obscure_Blade View Post
The "charge up" stance for the Valkyrie pack Mission Teleport, Pocket D Teleport and Teleport-to-base powers isn't working correctly. Instead the character takes up the stance, then starts to ease out of it, then starts to get into it, then starts to ease out of it again and so on in a rather spastic looking cycle until the power finishes charging and fires.
In a possibly related bug, I've repeatedly had the Aid Self animation demonstrate a similar jerking-to-rest effect.


Arc #40529 : The Furies of the Earth

 

Posted

Quote:
Originally Posted by Obscure_Blade View Post
In a possibly related bug, I've repeatedly had the Aid Self animation demonstrate a similar jerking-to-rest effect.
Is this effecting snipes? Could it be related to interruptable powers perhaps?

Base teleporters, recall friend and Aid self/other are all interuptable.

If not snipes, perhaps interruptable powers that effect self?


 

Posted

Quote:
Originally Posted by Peacemoon View Post
Is this effecting snipes? Could it be related to interruptable powers perhaps?
It's affected my Blaster's Snipe, yes. So I think you might be onto something with the interruptable thing.


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Posted

Veteran's temp power "Sands of Mu" is missing animation when Brute's Dark Mele Shadow Maul is the power right before.

Steps to Reproduce:
1. Active Shadow Maul
2. Que up Sands of Mu
3. Notice that after Shadow Maul ends, another round of numbers from Sands of Mu are displayed except the character just stands there


 

Posted

Quote:
It's affected my Blaster's Snipe, yes. So I think you might be onto something with the interruptable thing.
I can confirm that it's also affecting my Defender and Corrupter Radiation Blast/Proton Volley snipe power, and I can confirm I've seen it with the previously mentioned Pocket D TP self, Recall Friend, Veteran Mission Transporter TP self powers as well.


 

Posted

Quote:
Originally Posted by Possibility View Post
I can confirm that it's also affecting my Defender and Corrupter Radiation Blast/Proton Volley snipe power, and I can confirm I've seen it with the previously mentioned Pocket D TP self, Recall Friend, Veteran Mission Transporter TP self powers as well.
I'm glad I'm not the only one who has noticed this. A little extra info: the jerking effect doesn't seem to happen as much when hovering or flying and using one of the teleport powers with the 17 second interruptible period.


 

Posted

After firing the nemesis staff (veteran power), before the staff de-spawns, the jumping animation uses the empty hands version instead of the "I've got a giant electrified metal object in my right hand" animation.

Average Female body type.


 

Posted

I think Blaster: Psychic blast: Psi dart has a graphic effect that is in the wrong spot.

All of the other psy blast powers have the effects that play near the character's head being in a position that is just in front of the face or forehead, like this Blaster: Psychic blast: Mental blast power here:


However, Blaster: Psychic blast: Psi dart is now playing those effects behind and through the head, as if the effect had a new origin-point that is too far back:




This is visible in-game in the character creator, tailors, and in normal gameplay fighting NPC's.


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Posted

I believe this would be a VFX problem, and not an animation.

For Sonic Powers, the VFX of the attack will sometimes linger. For instance, if I use Scream on a target, the circular energy "beam" will sometimes linger around my hero's head repeatedly, rather than tracking to the target as it normally does. I can try to get a screenshot if you need more info than that.

Other Sonic users have had the same problem, and someone suggested that this happens when the target dies, but the VFX/animation is still going (which can happen easily with Scream, as it's a longer animation and VFX trail). When the target dies, the VFX has nowhere to go, so it hangs out near the caster, vibrating, until the animation time is up.

This probably can't happen running solo, as it seems to take your target being defeated while you are attacking it (unless you used Scream, than another attack, and Scream caused the target to be defeated). But if the problem is not with the target being defeated as you attack, you might be able to make it work while solo.


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Posted

Some custom powers don't remember their colours when I change them. So far, I've been able to confirm that no matter what I do to Eagle's Claw set to the Bright Face Smasher theme, it will come out white afterwards. And when I return to the editor and check the power, it will display grey/grey, but revert to red/red when I click on it, completely forgetting the yellow/white choice I made. I should note that Bright Face Smasher uses a palette that is DIFFERENT from all other powers I have set to the Bright palette. The one Bright Face Smasher uses looks like the regular palette that applies to costume pieces, rather than the one which applies to Bright powers.

Additionally, certain powers to the "FX in PVP only" theme will not remember colours, either, and none of them will respect the colours I picked in their display in the editor. Powers I can confirm this happening to are Temporary Invulnerability, Invincibility and Unstoppable, but NOT Unyielding. It's interesting to note that Temporary Invulnerability, Invincibility and Unstoppable, when set to FX in PvP only, use a different palette than what Unyielding does. Unyielding set to FX in PvP only shows the Dark themes palette, which I guess is why its colours are remembered. Temporary Invulnerability, Invincibility and Unstoppable, however, use what looks like the costume pieces palette when set to FX in PvP Only.

Also, the "Minimal FX" options seems to be outright gone, replaced by "FX in PvP Only" altogether. However, the old Minimal FX option did not allow us to pick a colour for powers set to Minimal FX, whereas FX in PvP only allows us to choose colours, only our choices don't seem to have any effect.

This is all happening on a Female model using Martial Arts and Invulnerability.

*edit*
In fact, just to make a comparison, I captured a powerset file of the changes after I make them and compared it to a powerset file of what I get after I pay the shop and leave. Here's what I got:

For Eagle's Claw, with the changes I want it looks like this:

Quote:
PowerCustomization
{
PowerName Scrapper_Melee.Martial_Arts.Eagles_Claw
Color1 255, 253, 0, 255
Color2 254, 254, 254, 255
Token "Bright Punches"
}
Yet when I save it, it turns into this:

Quote:
PowerCustomization
{
PowerName Scrapper_Melee.Martial_Arts.Eagles_Claw
Color1 255, 0, 0, 0
Color2 255, 0, 0, 0
Token "Bright Punches"
}
Note how the colours in the original - 255, 253, 0 (almost perfectly yellow) and 254, 254, 254 (almost completely white) transform into double 255, 0, 0 - completely red. My guess would be that the colours I get out of the palettes (because they look like they're a couple of units short of absolute colours) end up registering as corrupt, and the system automatically "fixes" them upon loading.

For comparison, look at what a power that DOES retain its colour in its Bright theme looks like. Let's say Storm Kick:

Quote:
PowerCustomization
{
PowerName Scrapper_Melee.Martial_Arts.Storm_Kick
Color1 255, 255, 0, 255
Color2 254, 254, 254, 255
Token "Bright Punches"
}
Note the yellow here - it saves as 255, 255, 0 yellow, as opposed to the 255, 253, 0 "almost-yellow" above. The white is still off, but the yellow taken from the wrong palette that Bright Face Smasher offers is different from the same yellow in the Bright Theme palette.

As well, here is FX in PvP only Temporary Invulnerability before leaving the tailor and what it actually turns into when I enter the tailor next:

Quote:
PowerCustomization
{
PowerName Scrapper_Defense.Invulnerability.Temp_Invulnerabil ity
Color1 254, 254, 254, 255
Color2 254, 254, 254, 255
Token "Minimal FX"
}
Quote:
PowerCustomization
{
PowerName Scrapper_Defense.Invulnerability.Temp_Invulnerabil ity
Color1 255, 0, 0, 0
Color2 255, 0, 0, 0
Token "Minimal FX"
}
So that's what happened to the Minimal FX setting... Either way, the power is saved with both colours pointing to almost white, but loads with both colours pointing to bright red.


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

I'm not sure if this is the right place for this, but it seems like it.

I've noticed a couple of bugs with some of the Halloween costume powers. Both were with Yellow Chaos, my Katana/SR Scrapper on Liberty, with Focused Fighting and Focused Senses active.

1) The Coralax Minon costume seems to have no flying forward animation. When flying forward with my Raptor Pack, the Coralax model runs through the air. This may be by design, since Coralax have no flight powers.

2) The Malta Gunslinger and Malta Operative costumes don't replace your character model like the others do. It adds a second model over top of you current one. When I put on either costume on, my cape, part of my robe, and part of my pants can can clearly be seen with the Malta costumes. This does not occour with any other costumes. I'll try to get a screen shot of it the next time I play.


 

Posted

Quote:
Originally Posted by Grey Pilgrim View Post
I believe this would be a VFX problem, and not an animation.

For Sonic Powers, the VFX of the attack will sometimes linger. For instance, if I use Scream on a target, the circular energy "beam" will sometimes linger around my hero's head repeatedly, rather than tracking to the target as it normally does. I can try to get a screenshot if you need more info than that.

Other Sonic users have had the same problem, and someone suggested that this happens when the target dies, but the VFX/animation is still going (which can happen easily with Scream, as it's a longer animation and VFX trail). When the target dies, the VFX has nowhere to go, so it hangs out near the caster, vibrating, until the animation time is up.

This probably can't happen running solo, as it seems to take your target being defeated while you are attacking it (unless you used Scream, than another attack, and Scream caused the target to be defeated). But if the problem is not with the target being defeated as you attack, you might be able to make it work while solo.
Is this happening if you miss your target? I recently discovered a bug with our node creation system when creating FX in a particular way and trying to play those effects when you miss your target (which creates a virtual node in a random offset around your actual target for projectiles to travel towards)


 

Posted

Quote:
Originally Posted by BackAlleyBrawler View Post
Is this happening if you miss your target? I recently discovered a bug with our node creation system when creating FX in a particular way and trying to play those effects when you miss your target (which creates a virtual node in a random offset around your actual target for projectiles to travel towards)
I'm not sure this is the same thing, but nearly every power in the game with a projectile will do this if you activate the power as your target dies. I have witnessed innumerable Gloom skulls, Power Blast energy-bubble-bunches, and Psi Darts and Force Bolts hung suspended in the air where released when their target died before the power finished animating.

As best I remember, the game has always done the above.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Quote:
Originally Posted by UberGuy View Post
I'm not sure this is the same thing, but nearly every power in the game with a projectile will do this if you activate the power as your target dies. I have witnessed innumerable Gloom skulls, Power Blast energy-bubble-bunches, and Psi Darts and Force Bolts hung suspended in the air where released when their target died before the power finished animating.

As best I remember, the game has always done the above.
This has been my experience as well.


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Posted

You see that a lot with Blazing Arrow. It has a long animation, and if the target dies before the arrow fires it stays hovering in midair in front of you.


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Posted

Quote:
Originally Posted by StrykerX View Post
You see that a lot with Blazing Arrow. It has a long animation, and if the target dies before the arrow fires it stays hovering in midair in front of you.
It seems to me that it happens if the power has started animating, but the target dies before the projectile is created.

Blazing Arrow does it a lot because most of the animation is the windup, played before the arrow gets launched. Power Burst has a drawn out projectile animation that gets created much earlier, so while targets often die during its animation, it doesn't get stuck nearly as often as blazing arrow.


 

Posted

Quote:
Originally Posted by IanTheM1 View Post
Something important to note is that in my experience it only tends to happens with enemies who completely vanish upon defeat, ie, Circle Ghosts, etc. Otherwise they just get corpse-shot.
And it doesn't happen with them all the time, either. A lot of times if an enemy explodes and leaves no body behind, projectiles headed for them will curve and fly straight up into the sky as though the enemy was transported above the map's flight ceiling. I'm not sure what causes hanging projectiles to happen, but I almost never see them, so I suspect it might actually have something to do with packet loss. Do you guys who see that experience a lot of lost packets?


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

Quote:
Originally Posted by Samuel_Tow View Post
I'm not sure what causes hanging projectiles to happen, but I almost never see them, so I suspect it might actually have something to do with packet loss. Do you guys who see that experience a lot of lost packets?
No. I have an exceptionally stable network connection to the game a significant majority of the time, with a very wide network pipe.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

I see that "hanging shot" effect a lot as well, between my NRG/NRG blaster and my wife's sonic corruptor. I do notice it more with corpseless mobs like Nerva Demons/Spectral Followers. It's actually kinda pretty.

BaBs: Gonna file this here since it's more of a VFX issue but the CCE's are still not quite WAI. I have a toon (blaster, if it matters) with a /cce 1 ccbackflip that goes from male to female models, and most of the time that plays well in and out of hover mode. Going back however is a /cce 0 cccast that will animate the cast "punch" but not the flash and the changeover is massively delayed. Tends to happen much more frequently from hover. For completeness' sake I should remark that the cc 1 slot has sparkling fairy wings and rocket boots, the cc 0 has no animating FX other than the ACCAHUD combat aura.


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Posted

I know this isn't technically a "bug" but I think it's something that warrants mentioning and bringing to BaB's attention. I play blasters (and other such long-range oriented attack users) ALOT, and as was mentioned earlier when one misses, a random node is generated for the attack to home on but I wouldn't call it close to the enemy by any means so much as "in the general vicinity of" your target.

I personally think this should be tightened up drastically as there have been some real "What the hell just happened there?" moments when I've missed. One of my toons may be an ex-supermodel but I don't think he's so mentally deficient as to arch his back nearly parallel to the floor and fire his snipe straight into the cieling when the target is DIRECTLY in front of him. It's especially noticable on snipe moves. And yes, that EXACT situation has happened to me before. The character model contorts in ways that just aren't physically feasable.

I DO think that having the node randomly generated is a nice thing, it avoids the typical video game problem of "Even though your sword BLATANTLY sliced through the enemy, you missed", there are points where it's just ridiculous. I think it would be a great QOL update if the node generation was tightened to a small zone DIRECTLY around the enemy, above and behind them, but within say... a two foot radius. I can imagine my characters missing that badly, but when they fire a full 75 degree angle away from the target? Come on now, we're supposed to be crime fighters. NOBODY would last that long with aim that bad.