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Posts
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Joined
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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!) -
I really like how you tied Genesis to the character's origin. Very clever.
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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... -
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.
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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.
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Quote: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.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.
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. -
Quote: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.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.
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!"
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*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. -
Quote:Try www.savecoh.com for all the Calls to Action in a single place.Head over to the Titan Network forums if you haven't already, and answer their Calls to Action!
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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.
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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.
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Quote: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.EDIT: No - it needs to be converted into a .texture file. That's not just a simple file rename, is it?
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. -
Quote: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.csvHeh, nice! I was thinking of doing this a couple of days ago, but didn't want to drive myself bonkers looking for the textures.
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Quote: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.(If you want, I can attempt to force them into the desired size after I get home from work...)
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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). -
Quote:texture_library/ITEMS/Props/Sign_A.textureNeat!
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_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... -
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.
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The events calendar has been made obsolete by the site in my sig. Still a WIP but already useable.
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Quote:You got the draft version! The final version is here: http://www.youtube.com/watch?v=XRsj2DtLCQsLeandro created a video of 3000 heroes present for the Unity Rally. Direct YouTube Link
And the associated screenshot: http://i.imgur.com/hRR5h.jpg -
Quote:Open fillmap.pl and change the two lines: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.
$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. -
Quote:Or, you can grab any character over level 10, go to a trainer, and open up a second build with only Hover.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.
Quote:Originally Posted by Zombie ManIt 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. -
Quote:Try using Hover, unslotted.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.
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.