Halloween Pack BUGS thread


AmazingMOO

 

Posted

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Originally Posted by Samuel_Tow View Post
Well, good news - the cape and the ascot are fixed on Text. I'm just disappointed that the Ascot moved to a Chest Detail, since now my Victorian Dutchess can't have it while still retaining her corset. Oh, well.

I still don't see eye auras with the Fishbow Helmet, though. That, and I still don't see a way to colour the actual brain.
Gotta agree with Sam on this one. With all the lovely corset patterns we've been getting, it's a shame that we have to choose between them and the ascot.

Especially since the Steampunk neck pieces are under detail 2, and will take up the same general space as the ascot.

Wishful thinking here, but any way it could go in both categories with the fix?


 

Posted

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Originally Posted by Clave_Dark_5 View Post
Set the eye aura you want on a normal head, then switch to Think Tank. As long as you don't reclick the Aura tab, you're good to go.
Tried that; at least for Glow, the eye glow is not only positioned outside the jar, but it's not even aligned with the eyes in the jar.


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Posted

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Originally Posted by TemerousNox View Post
Gotta agree with Sam on this one. With all the lovely corset patterns we've been getting, it's a shame that we have to choose between them and the ascot.

Especially since the Steampunk neck pieces are under detail 2, and will take up the same general space as the ascot.

Wishful thinking here, but any way it could go in both categories with the fix?
Agreed. The ascot is more of a neck piece and should be under Head > Detail 2. While they're at it, Spiked Collar and Neck Chains should probably be moved there as well. They're currently under shoulders.


 

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Originally Posted by ketch View Post
The ascot is more of a neck piece and should be under Head > Detail 2. While they're at it, Spiked Collar and Neck Chains should probably be moved there as well. They're currently under shoulders.
Unfortunately that would kill off using those pieces with everything else in Detail 2. It is bad enough you can't have a beard and a cigar at the same time as it is.


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Posted

Okay, the ascot now appear somewhat in the proper location on the model, but it's still noticeably off on female models.


 

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Originally Posted by TrueMetal View Post
Just want to add my voice to this. I really dislike pre-colored items like this.

Same here, and that's some thing I want to know. Why are the devs releasing some costume pieces with preset colors baked in. Like the Steampunk gloves for example, the glove part is always set to a dark brown. Why can't you change the color? I would like to know the line of logic behind preset colors.



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Posted

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Originally Posted by Unknown_User View Post
Same here, and that's some thing I want to know. Why are the devs releasing some costume pieces with preset colors baked in. Like the Steampunk gloves for example, the glove part is always set to a dark brown. Why can't you change the color? I would like to know the line of logic behind preset colors.
I completely agree with this sentiment. The colors available on some of these pieces is extremely limited and it's stifling to how we can use the piece.

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Originally Posted by Serpine View Post
Unfortunately that would kill off using those pieces with everything else in Detail 2. It is bad enough you can't have a beard and a cigar at the same time as it is.
True, however, there are more pieces available from shoulders that are locked out if you choose to use the spiked collar or neck chain. Additionally, several of the items in Detail 2 clip or completely cover the area those pieces occupy. The best option, of course, would be to leave them there as Legacy options and add a copy in the more fitting spot.


 

Posted

Quote:
Originally Posted by Unknown_User View Post
Same here, and that's some thing I want to know. Why are the devs releasing some costume pieces with preset colors baked in. Like the Steampunk gloves for example, the glove part is always set to a dark brown. Why can't you change the color? I would like to know the line of logic behind preset colors.
This is an increasing trend that I'm not a fan of. I wish I'd known I wouldn't be able to actually use the Celestial boots for the toon I got them for, as I can't recolor the boots to match his outfit. I figured I had, at the very least, 3 toons, that could make use of the boots. Sadly, as a result of the baked in color, they only work for one...

I was initially excited to get home and buy the Halloween pack, even though I have no use for literally anything in it. But it looked amazing in the screenshots and well, I have plenty of points and nothing to buy.

Then I started hearing about all the bugs...

I'll wait to see how long it takes to get these bugs squashed. If it's before the window closes I'll probably pop for it. If the bugs haven't been looked at before it's taken down, oh well. I'm not going to keep spending money on unpolished pieces.

I'm willing to chalk this one up to, they couldn't just delay a week or so to polish it, as they wanted to have it out before the Halloween event kicks off. Hopefully this'll be an outlier and not become the standard.


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Posted

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Originally Posted by srmalloy View Post
Tried that; at least for Glow, the eye glow is not only positioned outside the jar, but it's not even aligned with the eyes in the jar.
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Originally Posted by Zombie Man View Post
You might want to forgo using the eyes... it might work.
The ThinkTank and contents are static. The aura eye glows move with the head animations that would be happening if the head/tank wasn't locked in place. (The "head bones/nodes" for the character model are present and still moving, but the ThinkTank is rigidly attached to the torso, not attached to the head nodes, so the only thing following the head bone animations are the auras.) As long as you don't have eyes in the tank the eye glows look pretty nice anyway.

i don't think the fish boots and gloves textures are a bug as such. They just don't match anything else in the character creator. Sure, the effect is pretty ugly and meshes well with nothing, but that doesn't mean they're bugged; just that they're ugly costume pieces (texture-wise) that go well with nothing else.


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Posted

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Originally Posted by MaestroMavius View Post
This is an increasing trend that I'm not a fan of. I wish I'd known I wouldn't be able to actually use the Celestial boots for the toon I got them for, as I can't recolor the boots to match his outfit. I figured I had, at the very least, 3 toons, that could make use of the boots. Sadly, as a result of the baked in color, they only work for one...
All the Celestial pieces could use another pass, because of how they, or more specifically don't, take colors properly.


 

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Originally Posted by Schismatrix View Post
The ThinkTank and contents are static. The aura eye glows move with the head animations that would be happening if the head/tank wasn't locked in place. (The "head bones/nodes" for the character model are present and still moving, but the ThinkTank is rigidly attached to the torso, not attached to the head nodes, so the only thing following the head bone animations are the auras.) As long as you don't have eyes in the tank the eye glows look pretty nice anyway.
5000 Quatloos says some well meaning developer will end up stamping out the work around for eye-glows on the ThinkTank in the next few weeks.

I was trying to simulate Goldfish with it last night, or some form of beastie swimming around the tank.