Leandro

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  1. Leandro

    i17 nerfs?

    Quote:
    Originally Posted by Draggynn View Post
    Hube, based on your numbers, you are using 2 -2 SOs (26.66% * 2 + 20% = 73.3%) for (200/(1+.733) = 115.4) 1 minute 55 second recharge.
    http://paragonwiki.com/wiki/Enhancem...n_Enhancements : look at schedule A
    No, you're wrong. Pay attention: "the character is level 31 and both SO's are 30++." That's +1 SOs, not -2. 70% enhancement, plus 20% from Quickness.

    Now, it COULD be that the ++ portion of enhancements is being ignored, but that's still a bug.
  2. Quote:
    Originally Posted by All_Star View Post
    Leandro: "I'm never going to put more than 10 recipes in there at once"

    LOL. And you are the one that was asking for removal of the 34 limit.
    10 *different* recipes at once. I usually buy stacks of 10 recipes for crafting and reselling on the market. But I never juggle more than 10 different IOs at once, it gets too messy. Repeats of the same recipe don't use more lines.
  3. Quote:
    Originally Posted by Kheldarn View Post
    I don't get it. I'm running FireFox 3.6.2, and I can't download the file. When I click the Download Now image, I get a blank page.
    You mean from MediaFire? I'll try rapidshare: http://rapidshare.com/files/38317135...00503.zip.html
  4. Quote:
    Originally Posted by All_Star View Post
    As I stated previously, stacking the lists over OR under the recipes will cause problems with a larger number of Recipes with the proposed change.
    Not seeing it:



    I'm never going to put more than 10 recipes in there eat once, though, so it works for me. Again, CSS makes it easier for multiple layouts to be made for everyone's needs. I intensely dislike having the names of the salvages wrap to a 2nd line, so I want to avoid it as much as possible.

    By the way, clicking on a recipe in the menu should really add 1 to the number of recipes in the list. Clicking and the recipe and then later clicking Add feels like an extra step for no good reason -- if you're selecting the recipe, it's because you want at least one, right?
  5. Quote:
    Alas, only with lower recipe counts. As the Recipe count increases the Salvage lists would be forced further and further down the screen to the point of needing to scroll to see the Salvage lists.
    Should be possible to make the list a fixed height and letting it overflow with a scrollbar. However, whatever interface comes by "default" is not a big deal, as the CSS could be easily altered. I would recommend, however, that you move the style definitions from the HTML to the CSS itself; I had to get in the HTML to remove a few float:left, which make it impossible to change the layout by just editing a single CSS file. I'm referring to this:

    <div style="float:left;width:35%;background-color:#33ccff;border:5px ridge #444444" id="idShowClick" name="nameShowClick">
    _____^^ all this should be in the css file using the idShowClick selector so it can be easily changed


    Quote:
    Originally Posted by Aggelakis View Post
    Also: Leandro, that looks way better to me, how do I set it up that way?
    Remove a few float-left, set the body's font to Tahoma, reduce the padding in the menu boxes, ditch the background... I didn't keep a list of the exact modifications I made, but you can download the files after my changes here. Salvage pics folder not included because it's in the original download.

    [note: updated the mediafire download to add a little padding so the numbers in the list are easier to read]
  6. The beauty about an utility that's coded in JavaScript and CSS is how easy you can move the UI elements around until they look good for you. I didn't have time to "fix" (in my eyes) the colors yet, but this is how I arranged the UI:

  7. Major respect goes to you for making this. I vote for a sticky on this thread.

    The interface could use a little prettying up so it's more windowed mode / low resolution friendly. It currently gets all screwy if I resize it to half the screen's width in order to see my recipes in the fullscreen COH behind it.

    Also, please remove the limit of 34 recipes. I want to make shopping lists for recipes I'm *bidding* on, and the market limit of recipe stacks is much, much higher than 34.

    Also, clicking on a recipe that is already added to the recipe list (grey box) should select it, for easy addition/substraction of items you already added to it.
  8. Quote:
    Originally Posted by Transcendent_One View Post
    AH Great idea. Tonight going for it, hell need a challenge.
    Freedom 8:30 eastern Monday May 3rd.
    I'm hoping for a patch that fixes the mitos before bothering with it. I might join the attempt anyway for the heck of it.
  9. Leandro

    i17 nerfs?

    Hube: can you get in the game and open the Combat Attributes window? Please *confirm* that the Quickness recharge bonus is appearing there. If it's not, there's indeed a problem.

    My math supports your idea that enhancements are being applied, but the Quickness bonus is not. If you are not currently using the second build for your character, can you switch to it and create a build with both Quickness and Hasten? If the Quickness bonus is not applied but Hasten is, you'd have a problem with Quickness. If neither is, there's something more fundamentally broken with recharge buffs in your character. You could also ask for someone to give you Speed Boost or another recharge buff and see if that applies.
  10. Try reducing the amount of data the client has to transfer by following these steps:

    - Go to Menu/Options, and scroll all the way down in "General". You'll see three options to "Hide buff numbers". Enable them all. That'll stop the buff numbers for every power from being transmitted.

    - Remove data-intensive channels such as To Hit Rolls from all your chat tabs. This does not have a HUGE volume of data, but it's significant.

    - Make sure you have the Combat Attributes window closed and that you're not monitoring any attributes.

    With that, the amount of data COH transfers falls to 2-3KB/s idle, 10-20KB/s while fighting on a team.
  11. Quote:
    Originally Posted by Eisenzahn View Post
    I'm grateful this is getting worked on even over the weekend, but I wouldn't call the Random Crashes "rare", unless you've only fixed a few of their sources. I'm lasting about half an hour on average before I get kicked out of the game.
    "Rare" in this case means "affecting a small number of players". I haven't gotten a single crash since the patch went live, and I suspect most people are in the same boat. It's annoying as heck for those who are being affected, but the number of people affected is small.
  12. 1) WW/BM down
    2) Email buggs
    5) our globals went down today maybe related


    Known issue. Will be fixed later today with a patch. Tomorrow at most.

    3) lgsf green mitos
    4) itf changes or bugged (still not sure)


    Known issue. Castle said those will be looked into early this week. So either with the same patch as above, or another.

    6) rv villan heavies have an endurace bug (cant have any)

    Should be a known issue as the hero heavies were already fixed, but couldn't hurt to tell Arbiter Kim again.

    7) arena bugs galore( swiss draw, gladiator rated matches)
    8) graphix holes and boxes everywhere


    Be more specific. Such a general bug description is not helpful to QA.

    9) geometry problem my main tank is stuck in a hole in chimora for 3 days now and cant get out. right at crystal where u tp into from midnighter club

    As others have stated, use /stuck, the ouro portal, base transporter, Wentworths transporter, or just ask someone to Recall Friend you out. Geometry errors on a big patch are common, and there are plenty of workarounds.

    10) cant set channel timers so it auto kicks properly

    Known issue.

    im gonna stop there see what you can add

    I can add, "report bugs through the proper channels, and do a search to make sure such bugs aren't already being fixed, known issues, or not bugs at all."
  13. Quote:
    Originally Posted by Katie V View Post
    Who designed this mess, and has his engineering license been revoked yet?
    The inactive parts can be explained away as being part of the Red Line.

    The Red Line was the third monorail line in Paragon City. The line was badly damaged in the Rikti War. Parts of it were absorbed into the other two lines, the Yellow and Green lines. Other parts can still be seen in their damaged states in places like Boomtown. The most visible remaining sign of the Red Line is the monorail cars themselves, all of which still bear the signage of the Red Line.

    Read The Paragon Times for more info on that.
  14. Quote:
    Originally Posted by Doctor_Grass View Post
    yea i tried even though i knew what the results would be. because its from toshiba, they have a locked jumper on the intel gma chipset, which has prevented me from installing any driver updates from intel. i know its extremely annoying.
    The change might be simple to overcome. Each device in the computer has a PCI ID, which looks like this: PCI\VEN_1002&DEV=68B8 and some more junk. That identifies the device as belonging to vendor 1002, device number 68B8. You can check what a vendor or device number is by going o http://www.pcidatabase.com/

    Toshiba might have changed the PCI ID of the card when installing it in your laptop, and that's why it won't take the Intel drivers. What you do in this case, if you know the new drivers are "proper" for the device, is edit the driver's INF file and add the modified device ID. I have done this several times with stubborn devices that should take a driver, but don't.

    So how do you work this magic? Go to the Control Panel and search for "Device Manager". Open that, it'll look like a tree full of stuff:


    Expand "Display adapters" and you'll see your Intel graphics. Double click it, and in the new window go to the Details tab, then look at the properties until you find the magic numbers:


    Intel's vendor ID is 8086; if the device ID for your video card is not 8086, Toshiba modified that. I don't remember off the top of my head what device ID a 965 graphics chip is supposed to have; but if you post in here the IDs of your device (you can right-click to copy them to the clipboard; there might be more than one) I can either find drivers that will work, or modify the Intel INF file.
  15. Leandro

    Bug Hunter

    Quote:
    Originally Posted by Kheldarn View Post
    They can DQ me all they want. As long as this badge is handed out approximatly whenever the hell Positron feels like giving it out, and not even then, I could care less about their silly rules.
    Positron has nothing to do with it. It's awarded by the QA department. So if they're too busy actually fixing bugs, awarding Bug Hunters is a low priority.

    Positron offered me my first Bug Hunter, but because QA was swamped with bugs and problems in the mess that post-i14 was, several months passed until someone got around to awarding it to my character (it was Ghost Falcon, I believe, who did). TheOcho contacted me about my 2nd Bug Hunter (which was a great surprise, I didn't know a player could get it twice) the 20th of April, and my character had it the 23rd; the QA team probably wasn't neck-deep in bugs and thus had time to award it quickly.
  16. Quote:
    Originally Posted by Al_the_Pal View Post
    my favorite bug was when RWZ first became a co-op zone.you could enter the othersides (red or blue) base from the base portal in the vanguard base,It was real funny when other people would enter the base and try to fight me or say what the hell,felt good being a hero in a villian base
    That could be done before, you just had to use the veteran reward base porter while teamed with someone from the opposite faction in the Pocket D halls (where teleportation wasn't suppressed). People used it a lot to cross-market items, and that's how Ambrosia got sold redside and Snake fangs blueside.
  17. Leandro

    Hello

    Quote:
    Originally Posted by Hatter View Post
    The awesomest guy on freedom ever?
    Right here! *raises hand*
  18. Quote:
    Originally Posted by Spinomania View Post
    For some reason, I can't make it with the villain zones.
    There's no difference between one and the other. Just make sure you're using the right file name and that the first column is not empty (the macro runs down the first column until it finds an empty cell, then stops).
  19. Updated the table with Mister_Mass' rolls. We're at 3060 recipes now, and the numbers still refuse to align themselves correctly. But we have some clear gaps, so I'm going to call it, based on the breaks:

    5x weight
    Impervious Skin: End/Rech/Res

    [gap from 5.00x to 4.07x]

    4x weight
    Salvo: Acc/Dam/End/Range
    Pulverizing Fisticuffs: Acc/Dam/End/Rech
    Kismet: Def/End/Rech

    [gap from 3.63x to 3.28x]

    3x weight
    Blessing of the Zephyr: Knockback Reduction (4 points)
    Eradication: Chance for energy damage
    Eradication: Acc/Dam/Rech/End
    Basilisk's Gaze: Chance for -Rech
    Impeded Swiftness: End/Rech/Slow
    Impeded Swiftness: Chance for Smashing Damage

    [gap from 3.04x to 2.42x]

    2x weight
    Neuronic Shutdown: Chance for Psionic damage
    Razzle Dazzle: Chance for Immobilize
    Regenerative Tissue: End/Heal/Rech
    Neuronic Shutdown: Acc/Hold/Rech
    Basilisk's Gaze: Acc/End/Rech/Hold
    Razzle Dazzle: Acc/Stun/Rech
    Call to Arms: Defense Bonus Aura for Pets
    Shield Breaker: Acc/End/Rech
    Call to Arms: End/Dam/Rech
    Shield Breaker: Chance for Lethal Damage
    Commanding Presence: Acc/Dam/End

    [gap from 1.56x to 1.04x]

    1x weight
    Theft of Essence: Chance for +End
    Cloud Senses: Acc/End/Rech
    Unspeakable Terror: Chance for Disorient
    Debilitative Action: Chance for Stun
    Unspeakable Terror: Acc/Fear/Rech
    Induced Coma: Chance for Recharge Slow
    Debilitative Action: Acc/Immob/Rech
    Cacophony: Chance for Energy Damage
    Cloud Senses: Chance for negative energy damage
    Induced Coma: Acc/Sleep/Rech
    Cacophony: Acc/Confuse/Rech
    Theft of Essence: Acc/End/Rech

    Any thoughts?
  20. Quote:
    Originally Posted by Spinomania View Post
    Like for the splasher, is it possible for us to create our own screens and upload them with this cool tool ?
    Sure; it's not a "cool tool" though, it's an Excel macro.

    1) Leave the top row of the spreadsheet for headings. The first column is not used by the macro (I put the zone names in there), the second has the loading screen ID (the .texture file) and the third has the JPEG file for that screen. Example of how the spreadsheet is built:

    Code:
       A             B           C
    1  Zone          Screen      File
    2  Outbreak      City_00_01  outbreak_16x10.jpg
    3  Atlas Park    City_01_01  atlas_16x10.jpg
    4  Kings Row     City_01_02  kings_16x10.jpg
    5  Galaxy City   City_01_03  galaxy_16x10.jpg
    6  Steel Canyon  City_02_01  steel_16x10.jpg
    7  Skyway City   City_02_02  skyway_16x10.jpg
    8  Pocket D      City_02_04  pocketd_16x10.jpg
    2) Go to the VBA editor. If you don't know how, record a macro, immediately stop it, then select it on the Macros screen and click "Modify". Replace everything in the VBA editor with this:

    Code:
    Sub LoadingScreens()
    i% = 1
    Do
      i% = i% + 1
      If Cells(i%, 1) = "" Then Exit Do
      texfile$ = Cells(i%, 2)
      jpgfile$ = Cells(i%, 3)
      If jpgfile$ <> "" Then WriteScreen jpgfile$, texfile$
    Loop
    End Sub
    Sub WriteScreen(jpgfile$, texfile$)
      Dim asciz As String * 1
      Dim buffer As String * 1024
      asciz = Chr(0)
      jpgpath$ = "C:\Documents and Settings\Administrador\Escritorio\ultra_screens\Excel"
      texpath$ = "C:\Games\City of Heroes\data\texture_library\loading_screens\City_Zones"
      Open jpgpath$ & "\" & jpgfile$ For Binary Access Read As #1
      Open texpath$ & "\" & texfile$ & ".texture" For Binary Access Write As #2
      Put #2, , 80& + Len(texfile$)
      Put #2, , LOF(1)
      Put #2, , 1024&
      Put #2, , 1024&
      Put #2, , &H30002
      Put #2, , 0&
      Put #2, , 0&
      Put #2, , &H32585400
      Put #2, , "texture_library/loading_screens/City_Zones/" & texfile$ & ".jpg"
      Put #2, , asciz
      While Loc(1) < LOF(1)
        Get #1, , buffer
        Put #2, , buffer
      Wend
      Close #2
      Close #1
    End Sub
    3) Notice the two lines that define paths. Put the path to your JPEG files in jpgpath$, and the path to the loading screens in texpath$. The loading screens path must exist, the macro won't attempt to create it, so make sure you have it on your COH folder.

    4) Resize your screens to 1024x1024. Yes, they'll look stretched, that's normal. Save them as JPEG in the path you set in the macro. Go back to the spreadsheet and run the macro.

    5) Rejoice, as your screens are now in the game.

    The list of IDs for all the zones in the game:

    Outbreak City_00_01
    Atlas Park City_01_01
    Kings Row City_01_02
    Galaxy City City_01_03
    Steel Canyon City_02_01
    Skyway City City_02_02
    Pocket D City_02_04
    Faultline City_02_05
    Talos Island City_03_01
    Independence Port City_03_02
    Croatoa City_03_03
    Founders' Falls City_04_01
    Brickstown City_04_02
    Peregrine Island City_05_01
    Ouroboros (Heroes) City_06_01
    Perez Park Hazard_01_01
    The Hollows Hazard_01_02
    Tunnels of the Trolls Hazard_01_03
    Boomtown Hazard_02_01
    Dark Astoria Hazard_03_01
    Striga Isle Hazard_03_02
    Crey's Folly Hazard_04_01
    Abandoned Sewer Network Trial_01_01
    Sewer Network Trial_01_02
    Terra Volta Trial_03_01
    Eden Trial_04_01
    The Hive Trial_04_02
    Rikti War Zone War_05_01
    Cimerora City_03_04
    Midnighter Club Coop_02_01
    Firebase Zulu Hazard_06_01
    Cascade Archipelago Hazard_06_02
    The Chantry Hazard_06_03
    Storm Palace Trial_06_01
    Breakout V_City_00_01
    Mercy Island V_City_01_01
    Port Oakes V_City_01_02
    Cap Au Diable V_City_02_01
    Sharkhead Isle V_City_03_01
    Nerva Archipelago V_City_03_02
    St. Martial V_City_04_01
    Grandville V_City_05_01
    Ouroboros (Villains) V_City_06_01
    Bloody Bay V_PVP_02_01
    Siren's Call V_PVP_03_01
    Warburg V_PVP_04_01
    Recluse's Victory V_PVP_05_01
    The Abyss V_Trial_04_02
    Monster Island V_Trial_04_03
  21. Without having the market for reference, I'd have trouble settling for a price on most things I want to sell. So I'm just hoarding.

    Unless someone wants to buy this Miracle +Recov level 40 that I got from a recipe drop for 300 million
  22. Try getting new drivers from here: IntelĀ® Graphics Media Accelerator Driver for Windows Vista * 32 (exe).

    If you have 64-bit Vista, try this instead: IntelĀ® Graphics Media Accelerator Driver for Windows Vista* 64 (zip)

    I have a laptop with Intel graphics too, and i17 works fine in it; but I have Windows 7, not Vista.
  23. Leandro

    Bug Hunter

    Quote:
    Originally Posted by Turgenev View Post
    Leandro has a few suggestions on this, I'll let him take the floor. Just remember, BH-grade bugs need to be game-changing issues, like bigtime XP exploits in AE, etc. "Hey, this wall is weird looking" won't cut it.
    During this last beta I PM'd AE-specific bugs to Dr. Aeon with CC to Arbiter Kim, and other bugs to Arbiter Kim directly. I might have CC'd another dev when it was their area, but I make sure Arbiter Kim gets a copy because he's the official bug compiler around these parts.
  24. Note, however, that at present FSAA conflicts with Ambient Occlusion. Separate, they work fine; together, they cause really ugly jagged edges.
  25. Quote:
    Originally Posted by SkyRocker View Post
    Microsoft Security Essentials
    I've been installing this on every machine that needs an antivirus lately. It does a decent job and gets out of the user's way.