Leandro

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  1. Well, let's test that. If you don't have the ALPHA/OMEGA COSTUME PIECES, here are 3 codes:

    824V-MWUR-JTRR-C6GV-RZ3X
    824V-ZPRR-AYTS-JMNJ-NDBF
    8255-LB8G-3Q3Y-G7PG-RZ85

    (Post if you use one and tell us if it worked!)
  2. I really like how you tied Genesis to the character's origin. Very clever.
  3. Quote:
    Originally Posted by Dark_Respite View Post
    And you changed your avatar!
    Had to. Having Doc as my avatar with a badge count is tradition:


    Halloween costume:


    Futurama and Tiny Toons in the base, thanks to Splasher:


    I found the demo NPC code for a bunch of stuff including trees and seagulls, and thus:


    Fluctuating avatar size because of the forum transition that took forever:


    Mission Architect badges got removed, count went down:


    Briefly at Justice for the Hamidon training:


    And back on Freedom, kicking Hami's goo:


    I forget what the monocle was about. I think it was for getting Bug Hunter:


    Going Rogue. In the pits of Bat'Zul's volcano:


    And current. No server name, because I have been server hopping all month:


    Last time I broke a tradition, it was by not being in the i24 beta, and the game got cancelled. Won't risk messing with any other traditions for a while...
  4. Let me tell you, Angelus Animi is determined. She grabbed the COH demo system by the neck and said "I'm not letting you go until you tell me ALL YOUR SECRETS!" then proceeded to make it work for her tirelessly for several nights until it did what she wanted. Be afraid. There's a new video artist in town.
  5. Quote:
    Originally Posted by Dark_Respite View Post
    [*]Though all you do / Is heal and buff / When saving a**es / That's enough! Burma Defender.
    My Radiation/Sonic who routinely kills AVs solo would like a word with you.
  6. Leandro

    Final Thoughts.

    I find it interesting that they apparently cancelled recurring payments some time before making the announcement, and even before telling the devs about it. Just another display of very bad form from NCsoft.
  7. Quote:
    Originally Posted by TonyV View Post
    we store a salted hash in the back-end database, not the password itself, and can't reverse it.
    The way it's supposed to be. I cringe when I click a "Forgot my password" link and the website emails me my old password in plain text.
  8. Quote:
    Originally Posted by Star Ranger 4 View Post
    I think its more that we couldnt discuss it HERE as it fell under the "Thou shalt not even think about trying to guess how we did it" clause in the EULA.
    Actually, the specific thing that is against the rules is "PIGG viewer programs and/or PIGG file modifications". Splasher doesn't touch the PIGG files at all, and neither do these patches.

    There was never a rule saying you can't add files to the "data" folder, and the rednames could have easily disabled that folder in the live client if it were ever a problem.
  9. Quote:
    Originally Posted by Star Ranger 4 View Post
    Everyone, do understand that this IS a client side thing. YOu'll be seeing it, but no one else will unless they have also installed Leandro's patch.
    Yes, this is why I said it was "for screenshots and such". You can use this to make screenshots/videos of your characters (or a crowd) holding protest signs, but anyone else in game will just see the regular protest signs.

    I prepared a pack with the 3 signs pictured below: https://dl.dropbox.com/u/37952257/protest_signs.zip

    Extract the zip file into the City of Heroes program folder; it will create a folder called "data" if it doesn't exist already. After you do that, restart the client (if it was running) and the following emotes will change:

    ;protest = "Screw Calm! Make Noise and #SaveCOH!"
    ;protestloyalist = "We are villains, what's our is ours!"
    ;protestresistance = "We are heroes. this is what we do!"

  10. *points to the domain in his sig*

    If you're lazy, bookmark www.savecoh.com -- it has links to all the other places listed in the OP in the sidebar.
  11. Leandro

    Loregasm

    Quote:
    Originally Posted by Captain-Electric View Post
    Head over to the Titan Network forums if you haven't already, and answer their Calls to Action!
    Try www.savecoh.com for all the Calls to Action in a single place.
  12. By the way, TA, you have character files for Phantasm, Decoy Phantasm, and Decoy. Some Illusion controller had those out. They don't have "NPC" in front of their name because ever since pets became customizable, they show in the demos as costumes, and the script has no way to know if a costume belongs to a player or a pet. To quickly get rid of pets, sort your list of character files by size, and look at the smallest ones. Those are usually pets.
  13. Leandro

    Events calendar

    Note that when you open the fullscreen calendar, or view one of the calendars at http://savecoh.blogspot.com, this button will be at the bottom right: . Click it, and the calendar will be added to your Google Calendars. No need to do the whole "Add by URL" copy and paste thing.
  14. Quote:
    Originally Posted by Atlantea View Post
    EDIT: No - it needs to be converted into a .texture file. That's not just a simple file rename, is it?
    No, it needs to be converted to a DirectDraw Surface, and then have a custom header attached. My program Splasher does that, but I haven't updated it in a LONG time, because under Windows Vista/7 it only work properly with UAC turned off.

    Quote:
    Originally Posted by Atlantea View Post
    Wow. It's been a long time since I've done client side mods.

    Are we allowed to discuss that now, BTW?
    I wasn't aware we COULDN'T discuss that. There's a long thread about how to silence in-game sounds in the Guides forum, and when I first released Splasher I had a contest in this same board for people to create their own loading screens, and Lighthouse/Ex Libris/Niviene/Koschej were perfectly fine with it.
  15. Quote:
    Originally Posted by TimTheEnchanter View Post
    Heh, nice! I was thinking of doing this a couple of days ago, but didn't want to drive myself bonkers looking for the textures.
    The basic 3 are by default in the Textures tab of Splasher. The new ones were easy to find. Here's an updated splasher.csv which includes all 20 signs: https://dl.dropbox.com/u/37952257/splasher.csv
  16. Quote:
    Originally Posted by Thirty-Seven View Post
    (If you want, I can attempt to force them into the desired size after I get home from work...)
    They get a bit squished, not too much, but it's noticeable because the circular Heroes logo becomes an ellipse. A version with the proper aspect ratio would be nice.

  17. I only have this one:



    Suggest me more more. I'll make a pack you can unzip in your game folder so all the protest signs are #SaveCOH related.

    The texture is about 102x128 pixels, so don't just throw a random banner in here. It has to fit the aspect ratio of a protest sign (that is, slightly taller than wide).
  18. Quote:
    Originally Posted by MisterD View Post
    Neat!

    A bit off topic..there was a thread recently with a person making custom billboards for the game. Would the same be possible with the emote Signs? So you could have 200 people in AP, all with NC Suck posters?
    texture_library/ITEMS/Props/Sign_A.texture
    texture_library/ITEMS/Props/Sign_B.texture
    texture_library/ITEMS/Props/Sign_C.texture

    They should be in the default Splasher install as Protest Sign A, B and C.

    Quote:
    Originally Posted by _Synchrotron_
    As for 200, well, Leandro did 3,000 for the AP video...
    3700... my client crashed repeatedly when I tried to render a video with 4200, so I believe the hard limit is about 4000, probably 4096 (2^12).
  19. Quote:
    Originally Posted by CatMan View Post
    I get dibs on the character name: Breaking Wind.
    Too late. I saw a God of Breaking Wind a few days ago while putting together this video. He shows up right after I move around the hill to set a path.
  20. The events calendar has been made obsolete by the site in my sig. Still a WIP but already useable.
  21. Quote:
    Originally Posted by Llydia View Post
    Leandro created a video of 3000 heroes present for the Unity Rally. Direct YouTube Link
    You got the draft version! The final version is here: http://www.youtube.com/watch?v=XRsj2DtLCQs

    And the associated screenshot: http://i.imgur.com/hRR5h.jpg
  22. Quote:
    Originally Posted by Dark_Respite View Post
    How can I increase the 'density' of heroes placed in a crowd? I'm doing a shot similar to the Paragon one, but the heroes are spaced a bit farther apart than I'd like.
    Open fillmap.pl and change the two lines:

    $densitx = 4; # How close characters are together.
    $density = 4; # How close characters are together.

    The smallest the numbers, the closer they are togehter. X = east/west; Y = north/south.
  23. Quote:
    Originally Posted by houtex View Post
    So... I should do this using a special made character... which I'm thinkin' of calling "houcam" or possibly 'camtex'... where he is only slotted with Hover.
    Or, you can grab any character over level 10, go to a trainer, and open up a second build with only Hover.

    Quote:
    Originally Posted by Zombie Man
    It seems to me that by pulling the camera back a bit from your toon and then just using forward, back, strafe left, strafe right; that your 'walk' to create the line to populate your critters could also be the same 'walk' used to navigate the camera.
    Tha would work if you want them all to be on a "line" with the camera panning around them. Just copy place.cohdemo into camera.cohdemo (or edit the script so the same file is used both for place and camera).
  24. Quote:
    Originally Posted by TimTheEnchanter View Post
    Leandro, did you use key commands for your original collage video? That camera seemed to be moving much slower than the standard fly-by-wire speed that I've been experiencing during demo playback.
    Try using Hover, unslotted.

    I always leave the camera control to specifically written bits of code. For the Atlas Park one, the code I used was something like this:

    #Set the starting camera location and rotation:
    $x = 128; $z= 30; $y = -220; $r = 0.3

    # $y is the north/south direction. Run a loop until we're
    # in the little park south of Atlas, at $y = 100.

    while ($y < 100) {
    # Output a keyframe. Delay between keyframes is 1000ms.
    print "1000 CAM POS $x $z $y\n0 CAM PYR $r 0 0\n";
    # Move the camera south. When y reaches 100,
    # it'll hit a tree branch and this loop ends.
    $y = $y + 3;
    # Rotate the camera slightly downwards.
    $r = $r - 0.01;
    # Don't let the camera go any further down than straight ahead.
    if ($r < 0) { $r = 0; }
    # The camera started high above the crowd; move it slightly
    # down while it rotates so it faces the crowd, and it also goes
    # down the steps.
    $z = $z - 0.3;
    # Don't let $z fall below 15. That's street level.
    if ($z < 15) { $z = 15; }
    }

    And that's it.