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Posts
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Joined
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Quote: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.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
Now, it COULD be that the ++ portion of enhancements is being ignored, but that's still a bug. -
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.
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Quote:You mean from MediaFire? I'll try rapidshare: http://rapidshare.com/files/38317135...00503.zip.htmlI 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.
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Quote:Not seeing it: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.
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? -
Quote: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:
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.
<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:Also: Leandro, that looks way better to me, how do I set it up that way?
[note: updated the mediafire download to add a little padding so the numbers in the list are easier to read] -
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:
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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. -
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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. -
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. -
"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.
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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." -
Quote:The inactive parts can be explained away as being part of the Red Line.Who designed this mess, and has his engineering license been revoked yet?
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. -
Quote: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/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.
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. -
Quote: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.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 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. -
Quote: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.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
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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).
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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? -
Quote:Sure; it's not a "cool tool" though, it's an Excel macro.Like for the splasher, is it possible for us to create our own screens and upload them with this cool tool ?
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
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
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 -
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 -
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. -
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.
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Note, however, that at present FSAA conflicts with Ambient Occlusion. Separate, they work fine; together, they cause really ugly jagged edges.
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