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WST SCHEDULE (06/17/2024 - 07/08/2024)

06/17: Hess (25-30), Synapse (15-20), Tree of Thorns (24-33), LGTF (45-50)

06/24: Dr. Quarterfield (40-44), Manticore (30-35), Mortimer Kal (20-40), Lord Recluse (45-50)

07/01: Apex (50 w/ Alpha), Penelope Yin (20-25), Tin Mage (50 w/ Alpha), ITF (35-50)

07/08: Eden (39-41), Positron (10-15/11-16), Silver Mantis (20-25), Dr. Kahn (45-50)
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There's a built in "override" folder for City of Heroes and as long as you know the name of the file to replace and the folder structure used in the backend system, you can place any sound you want in the "override" (called "data" in CoH) and the game will use YOUR version automatically!

I made a video showing the process, explaining how to find the sounds, how to extract the originals (for making louder and quieter), and how to replace them in-game. Ever wanted the "glowie" to scream at you like a weird goat? NOW YOU CAN!

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Patch Notes / LIVE SERVER - Patch Notes - June 2, 2024
« Last post by MuonNeutrino on June 02, 2024, 10:13:25 pm »
City of Heroes Pride Event



Pride comes to City of Heroes Rebirth! This is the start of a new but humble event that we'll be running during most of June. During the Pride event a rainbow will appear in the skies of Atlas Park, Cap au Diable, and Nova Praetoria. (Astute observers may notice the rainbow changing colors!) Anyone who logs into the game during the event will receive the Proud badge.


  • A rainbow will appear in the north sky of Atlas Park and Cap au Diable as well as in the east sky of Nova Praetoria.
  • As you watch, the colors of the rainbow shift and change. Astute observers may notice familiar colors in the mix...

New Dance Emotes

Accompanying this event, five brand-new dance emotes have been added! Get your groove on with these stylish new moves and express your inner self!

Groove:

Access this dance with /e dance12, /e dancegroove, or /e groovedance

Shuffle Back:

Access this dance with /e dance13, /e shuffledance, or /e shuffleback

Mystic:

Access this dance with /e dance14, /e dancemystic, /e mysticdance, or /e mysticstance

Wednesday:

Access this dance with /e dance15, /e wednesdaydance, /e dancewednesday, or /e gothdance

Twist:

Access this dance with /e dance16, /e twistdance, or /e twist

Security & Bug Fixes
The following security and bug fixes should have no impact in the game world:
  • Backend software updated to handle a potential stability issue that can arise from a bug in the server communication handling.  The issue could affect anything associated with the mapserver or login operation.
  • Backend software updated to handle denial of service attacks.
  • Fixed an exploit that could be used to transfer a character.
  • Added extra character validation to account fields to prevent erroneous data transmission.
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Off-topic / Re: Project Bane
« Last post by Joshex on May 30, 2024, 09:59:41 pm »
ok so, I've been working in blender and fine-tuning my skills. finding methods to do things that actually overcome some of the issues in the first post, so I felt I'd update.

it's still on-hold. blender has some limitations I did not know well enough to get around at the time. the major problems are:
1: dynamic text that doesn't abuse memory is kinda unstable. in blender 2.5 to 2.79 you can use a text object, but that renders the text from a vector curve, and seems to suck up processor and memory power. In 2.49b you use a .tga image font, the problem there being that when you transfer the game to a different machine all the text turns into '@'s , the fix is to go in and re-unwrap every single text field and lay it out on the @ in the image, which is not something most casual players will easily be able to do. theres another method which requires a bit more programming expertise and essentially costs 1 polygon per letter in some cases, it also requires an in game dictionary of words and phrases so as to cut down on polygons. it would be a ton of work. I studied text using the bitmap fonts and got it to transfer macghines by packing external files into the blend and the setting all paths relative by links that was the problem because the link is the textual location of the image file, so even if you pack the image, blender font engine is still looking for the bitmap ascii file at the original linked location which probably doesn't exist on another machine, so by making the links relative to where they are in the game engine now the text works on any machine.
also word wrap is something I need to program myself, as well as text window bounds, scrolling and such, it's likely it'll have to be some crazy videotexturemodule trick to make a chat box actually scroll and hide out of box text.
I made a basic wordwrap, but I can do better. the basic wordwrap wrapped based on the character width of a set number of fullwidth text characters "@" but for thinner characters it wraps each line short. so rather than setting a character limit per line I decided I'd have to figure out how much space each character occupies on width and make a dictionary of widths so wordwrap can be calculated by textbox width.
in the process of doing this a bug showed me that I wont need a video texture module trick to handle scrolling at all, instead I can just adjust which lines of text are displayed based on scroll percent.
oh and I made sliders. so scroll bars are a go. (I'm actually using them for a color picker window at current, but that needs to be broen down into smaller networks of game logic, separating red green and blue, because I hit some sort of bugged limit of how many logic bricks blender will actually show at one time, kinda bad when you select an object and look through it's logic bricks and say "I could have sworn it had a keyboard sensor, oh right it does, but it's not shown.. why? oh, I see too many objects linked together").

2: Dynamic shadows, blender only allows buffered shadows with a spot lamp. it also gets pretty pixelated over large distances. there's a gamelogic bricks function to make an object into a 2D n64 style shadow that follows the player around at ground level and hangs over edges floating in the air, and then theres theoretical raytraced shadows using a shadow scene and the render to texture module but it's not confirmed to work.
*Crazy Smile* my mad science works! WAHAHAHAH, so the green text is a go. I can render a shadow layer with copies of the models but in shadow color and use the video texture module to capture that camera's view (from each lamp) with an alpha transparent background and paste them onto a flat plane, then video texture render all those lamp reenders of shadow objects onto a single texture on the actual scenery. it has some limits but I've seen that lots of games hit the same limits.
3: Encryption. this was a real kicker. I think python has some form of data encryption module, but there doesn't seem to be a controlled method for key negotiation and exchange. I did make my own data encryption method the problem is building it lol.
still no progress here. I did reevaluate my message encryption system, it is valid. but I need to program a working example.
4: motion textures, blender can only do motion textures with the videotexture module, it uses essentially double the graphics memory and processor power as rendering the gamescreen then converts it to the desired image resolution. there's other methods I've stumbled upon more recently that should help essentially mesh swapping.
I practiced with motion textures, and finally got around to making some sphere-looping textures like fire. that was a challenge, but now I have a system for making sphere-looping generated textures. things like fire were a former issue for me in blender but now I can make looping fire without the frame-loop-reset flicker.
5: updates, patches etc. while there are methods to do this automatically, you essentially need to build the updater into the game, and as far as I know it has some critical limits. real-time mesh and image creation are essentially a pipe-dream in-game. they are meant to be done out of game.
images can be swapped with the video texture module, communicating these images to other players can be done as well ( I found that out when messing with images in TKinter windows, there's built-in methods to convert an image directly into a data form which can them be sent through a socket gram.
The .blend can be saved from active memory, but can only be reloaded from file ONCE while in-game. a second time crashes blender.
that one reload is enough to display a created mesh or any other modifications to the game, sounds are a bit more tricky. sound updates will have to be a "update complete, please close and reopen the game" situation.



I'm at the point where I could almost START to do this. emphasis on start, as it'd be a long haul of a job to put it together. due to IRL I will not have time for quite a while though.
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Off-topic / Absent
« Last post by Joshex on May 30, 2024, 09:16:34 pm »
This thread is for notifying that you are to be absent for a prolonged period of time. you can leave reasons dates or other info about potential return dates.

Any one can use it for that purpose.

if you become active regularly in game, you can edit your post leaving the date you returned.


I am currently inactive here on rebirth, haven't logged in in months since like february. I do not know when I will be back regularly. See spoiler for details of absence.
(click to show/hide)
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Patch Notes / PTS Patch Notes - May 30, 2024
« Last post by The Doctor on May 30, 2024, 03:52:57 pm »
Security & Bug Fixes
The following security and bug fixes should have no impact in the game world:
  • Backend software updated to handle a potential stability issue that can arise from a bug in the server communication handling.  The issue could affect anything associated with the mapserver or login operation.
  • Backend software updated to handle denial of service attacks.
  • Fixed an exploited that could be used to transfer a character.
  • Added extra character validation to account fields to prevent erroneous data transmission.

City of Heroes Pride Event



Pride comes to City of Heroes Rebirth! This is the start of a new but humble event that we'll be running during most of June. During the Pride event a rainbow will appear in the skies of Atlas Park, Cap au Diable, and Nova Praetoria. Anyone who logs into the game during the event will receive the Proud badge.


  • A rainbow will appear in the north sky of Atlas Park and Cap au Diable as well as in the east sky of Nova Praetoria.
  • As you watch, the colors of the rainbow shift and change. Astute observers may notice familiar colors in the mix...

Testing Guidance

Testers please verify --
  • Does the rainbow appear properly in the sky?
  • Does the rainbow ever disappear? Please note time of day if so using /citytime
  • Does the rainbow ever become too bright, too indistinguishable, etc?

Known Issues
  • There is a known issue where the rainbow is too bright during the day. This should be resolved by publish.
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General / When does the Summer Blockbuster event run?
« Last post by Carroto on May 23, 2024, 08:50:05 am »
Just what's in the title.  The wiki doesn't seem to have much info, and none that is specific to Rebirth.
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Looking for Group / Re: WST Schedule 2024 - Currently (04/22/2024 - 05/13/2024)
« Last post by FarmTank on May 19, 2024, 08:42:13 pm »
WST SCHEDULE (05/20/2024 - 06/10/2024)

05/20: Faathim (44-50), Positron (10-15/11-16), Renault (25-30), Dr. Kahn (45-50)

05/27: Sutter (20-40), Citadel (25-30), Silver Mantis (20-25), LGTF (45-50)

06/03: Katie Hannon (30-34), Numina (35-40), Lord Recluse (45-50), Barracuda (45-50)

06/10: Terra Volta (24-33), Penelope Yin (20-25), Ice Mistral (35-40), ITF (35-50)
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General Suggestions and Feedback / Window attach points for locking UI
« Last post by jordan_yen on May 16, 2024, 09:11:29 pm »
I resize windows rather frequently. Sometimes to side-by-side alts or just because. Having to reposition everything is kind of a chore.

Is it possilble to create "attach points" at the edges of window/ui elements, the edges of screens, center of screen? So we can attach either to the screen locations or the edges of other windows?
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I'm really trying to utilize all the variety of contacts in the city, but it's sucks hard when they send you on stupid introduction missions and they're at the bleeding ass end of the map. I had that skyway contact all at the top and she sent me to Jim Tremblor and then Bloody Bay Liasion. Then I got someone in IP and figured I'd give it a go, but she's at the far south and sent me to Striga and NOW siren's call. It's the worst!

Just like mission TP, could we get some kind of contact TP? It would be really helpful for interesting travel possibilities too.
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