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Join the ongoing conversation on Discord: https://discord.gg/w6Tpkp2

Please read the current update for instructions on downloading the latest update. Players with Mac versions of the game will not be affected, but you will have a slightly longer wait for your version of the new maps. Please make a copy of your character folder before running the new update, just to make sure you don't lose any of your custom work.

It looks like we can give everyone a list of minimum specs for running City of Titans. Please keep in mind that this is 'for now' until we are able to add more graphics and other system refinements. Currently you will need :
Windows 10 or later required; no Intel integrated graphics like UHD, must have AMD or NVIDIA card or discrete chipset with 4Gb or more of VRAM
At least 16GB of main DRAM.
These stats may change as we continue to test.

To purchase your copy of the City of Titans Launcher, visit our store at https://store.missingworldsmedia.com/ A purchase of $50 or more will give you a link to download the Launcher for Windows or Mac based machines.

Chargen Bugs: Version 0.1.0.0d

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DesViper
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Chargen Bugs: Version 0.1.0.0d

Report your bugs for version 0.1.0.0d (hotfix from closed beta's 0.1.0.0) here! Slow downloads aren't a bug, server space is just expensive.


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Kalartim
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After spending about two

After spending about two hours in the creator, I think I have enough for a first impression.

The Good:
- Materials and emissive effects on the parts are great. It can make costumes using even the bare minimum feel completely different.
- The number of slider options. It takes into account pretty much anything the player can think of when it comes to messing with anatomy.
- Overall good starting point that establishes a good foundation for what could be a great avatar builder.
- Being able to save materials was really nice.

The Bad:
- Clipping. Lots of it. The parts that go over spandex don't seem to be made with the sliders in mind. Having a wide variety of sliders means that each individual part needs to account for their relevant sliders before being implemented, or else they end up looking bad.
- Slider labeling. Specifically in the head category: Head 2 isn't actually a descriptive name, and it doesn't tell anyone what it actually does. It took a bit of fiddling with each of these to actually know what kind of effect they had.
- The camera controls felt pretty bad. Moving around felt sluggish and janky. Switching between the separate views helped get to spots zooming in didn't, but the free look camera didn't feel very good.
- Scrolling through all the materials and colors didn't feel very good. The colors in particular felt like they were organized in a weird way.

More feedback to come but overall my impressions are that its a decent prototype but it needs a hell of a lot more work.

@Bluejay on the Official Discord.

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Does the option to put a

Does the option to put a mustache or mustache/goatee on a male head work for anyone? All I can see is maybe a slight darkening of the skin, but no actual facial hair.

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I've been saving my progress

I've been saving my progress as I twiddle my way through the plethora of body and face sliders. That's good. Thanks for that feature.

But when I click back to set of sliders I've twiddled with already, all the numbers show 0, and the sliders are all either all the way left or in the center, even after saving that slider set. The body scaling on the model stays right, but if I touch a slider, the model snaps to the new slider position, even when all I wanted to do was drop the slider down 5, so I have to find where I wanted it again.

slonicat
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Well, after a quick look, so

Well, after a quick look, so far I've found a couple of things.

If you try to put facial hair on a female head, it's placed too high and off center. And the robot arms on the female model are animating very wonky, both in the stance selector and in the test zone.

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I can't figure out how to

I can't figure out how to make the skin color selector go away after opening it. Choosing a color, clicking on an empty space on the screen, clicking on any button I've tried, changing genders ... nothing seems to do it. Not the worst possible issue (it mostly covers the buttons for showing the Face and Eye scale sliders, but doesn't actually prevent me from doing anything) but definitely annoying.

As a separate issue, I also don't see any indication of which skin color is currently active, unless I click on a skin color option. It would be nice if there was a way to tell what skin color you're using without having to either change the color or try to guess which one it currently is.

Edit: I also can't see any difference between the "Light Green" and "Green" skin colors.

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I second the motion on the

I second the motion on the female robot arms. When I tried, it looked like both arms’ geometry ended up attached to the rig’s left arm, causing the right arm’s morph targets to go haywire.

Twitter: @SisterSilicon

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It seems to be impossible to

It seems to be impossible to make a character with entirely black eyes. If I set the second color (controlling the "whites") to black, or any other dark color, I get a ring of reddish tinge near the irises, no matter what color I set the irises to and no matter what eye pattern I've selected.

(Also, the third and fourth color selectors don't seem to be used for anything, which is fine, but also the pupils or equivalent are always black except on the Blank eyes - maybe one of those color selectors could be used to change the pupil color?)

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Alrighty. Let's get this

Alrighty. Let's get this started. I had my goon squad friend group load up discord with me and I streamed it to them. The result was... horrifying but educational. Here's our results:

• Mute button doesn't work, and the music was... well... pretty loud to start. (working) Options to mute / lower the volume would be great, so I don't have to open my sound mixer to make a toon. :P
• Color swatches for skin tone was locked open and couldn't be minimized.
• Weirdly, the skin tone box was underneath the slider bar for the head/face/etc options on the left hand side, so there were like some oranges that I couldn't access easily. Probably not an issue if the box didn't go freaky on me.
• Missing lots of pictures for various previews, but that's normal/expected.
• (Known Bug) The colors starting with the blue swatch (position →2↓12) are all incorrect. Looks like the blue is wrong, and everything after that is displaced by one spot to the right.
• Sliders "Reset" position when you click on a different tab and return again, though the part they represent retains the selected value. EG setting a bar to 100, then clicking away and returning, moves the bar to 0 while the part remains at 100.
• It's difficult to know how tall a character is before loading into the island. The detective office helps, but the desk throws off my perspective.
• Glow options were very hit-or-miss. I couldn't get much glow to work except for the headpiece... which glowed like the freaking sun.
• Slider names, like mentioned above, aren't great. Plus they mostly seem to start on number two. I'm not sure if the sliders were merged into a single entity, or if the names were just off, OR if there's a slider gone missing.
• The known bugs mention the Football Helmet, but the bill of the regular hat also warps pretty hard with changes to the head. Expressions in particular make the bill of the hat go nuts.
• Again, partially listed in the known bugs section: The sliders for the eyes seem to impact the flesh AROUND the eyes, but not the eyeballs themselves. Changing the eye height, for instance, leaves the orbs behind as the flesh goes away. Really REALLY creepy.
• Not sure if this is a result of my friends and I making a horrible Monster Factory -esque creation or not, but during the creation process I had the left eye vanishing completely out of the socket. I can try to recreate the bug as needed, or provide the character file if you'd like... but I wouldn't recommend it. That thing is an abomination and shouldn't be viewed by anyone.
• For long arms, the crouching stance seems to clip the hand through the left leg.

This section is more of improvements that I would like to see.
• More options for like tattoos and scars and such. Preferably with customizable positions. For instance, if you have a butterfly tattoo, you could place it on your nose, cheek, forehead, sideburn, etc, as long as you chose "face" for your tattoo location. Size-modification and orientation controls would also make this much more robust in use - a drop of water could mean the difference between a clown and a murderer, depending on where on the cheek it's located.
• Skin texture/size changes for different parts of the body - maybe I want just the left hand to be big and rocky. Or I need each limb to be a different skin tone because they're a stitched-together zombie/doll/eldritch horror from the elemental plane of odd appendages.
• Some of the hair options are... strange. The mohawk, for instance, appears 2D from the back and it's kinda jarring.
• Camera controls could use some work. Can't tilt the character, for instance, to look at the top of the head. Unless I missed something, lol. Same with being able to shift the character from side to side - I had to zoom out to see the profile of the nose because it would hide behind the color swatch menu and I couldn't make the character move on any axis except the vertical one.

From the Discord, with the original poster in parentheses:
• (Remi) Showed an issue where the trench coat couldn't find the female character's shoulders.
• (CelestialDoggo) Noted a lot of clipping issues, the slider names, the known color-issue, missing preview icons and/or parts, the female previews all showing male character models, some spandex seemed to fail for the female model, the same eyeball issue I mentioned above, issues with the leg glow not rendering in the demo zone, and the icon for their program being just the Unreal logo instead of the MWM logo - which might be on their end.
• (Pearly) Was having trouble with the hair. The skullcap was automatically being applied to the head against their intent. This also couldn't be changed in the Hair→Hair section - only in the Hair→Skullcap could it be reverted to None.
• (Bluejay) had a lot of pictures going through the process of investigating Cape issues (which Doctor Tyche noted was probably the cape getting caught on the capsule physics). Bluejay seems to have narrowed the culprit down to the Height Slider messing with something.
• (telomar) found some clipping issues with the Lighthouse on the island. Also, the island doesn't have any real zoom limits. Which is hilarious to see.
• (Bluerose1525) expressed concerns with the colors being inconsistent - and different glow factors depending on the material - to the point that multiple various colors needed to be selected to maintain a single color across different locations.

Grolleter
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I've run into a bunch of

I've run into a bunch of other minor to moderate issues, so I'm just going to wall-of-text them all here:

If I put a trenchcoat on a female character, the software freezes for a second or two, then shows the coat in a weird position (as though the sleeves were attached under her shoulders and wrists, instead of on and around them) and with a lot of clipping.

The name of the "Midieval Cross" emblem should be spelled "Medieval Cross".

I don't see any way to make an emblem show up on any layer other than spandex, so I can't make a shirt with a logo on it.
I also don't see any way to make a tie show up over top of a shirt.

Some of the geometry at the base of the arm cannon on the right arm is messed up. It looks like there's a circle that's supposed to move around with the arm, but instead ends up being fixed in the same place (this is easiest to see if I use the MonkeyDance stance).

The minimum possible amount of glow that can be added to the fourth color seems to be about 25% of the maximum glow; it's not possible to have a faint glow effect.

The Smoke, Fire, Lightning, and Hearts auras don't seem to do anything. I haven't tested this on more than one costume yet, so I'm not sure if something in particular is interfering with those auras. (However, the Head Fire, Eyes Fire, Hands Fire, and Feet Fire auras DO show up. But I don't see any auras listed in the sections for specific body parts, so I can't test what happens if I turn them all on at once.)

If I lift the camera above a certain point in the avatar builder, some kind of grey sphere appears and gets in the way, no matter which environment I'm using. If I maximize the height, torso length, and leg length sliders, this makes it impossible to see my character from certain angles. (Also, if I maximize all of those sliders simultaneously, I can't zoom out far enough to fit my entire character on the screen.)

Two parts of the left antler are affected by ear shape sliders. (But not the right antler, for some reason.)

Once you enter the map, there doesn't seem to be a way to return to the avatar builder without quitting and then starting the program again.

Nos482
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You can cancel the download,

You can cancel the download, which will close the launcher, and resume at a later time.
That's also what you do if the launcher freezes up. Just cancel, relaunch and keep downloading from where you left off.
Even though what ever file had been downloading at the time will appaer to restart from 0%.

nekkidtruth
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I made my character very tall

I made my character very tall. Torso length max, neck length max and leg length max. If I scroll out to view the whole character, this is what I see.

IMAGE(https://i.ibb.co/db9NVBy/AB-Bug.jpg)

Blissfully Wed
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When you set the Body sliders

When you set the Body sliders in a section, go to a different section, then return, the sliders are all set at default even though the body parts have not changed.

Set your options

IMAGE(https://i.imgur.com/8l8RUNp.png)

Click on a different section; here, I clicked on "Face"

IMAGE(https://i.imgur.com/IelJfG7.png)

What it looks like when I click back on "Head" Notice the face has not changed, but the sliders look like they're all reset to default.

IMAGE(https://i.imgur.com/ZoRrbYi.png)

"Why clean the house when you can be saving the WORLD?!?" ~Justice Wraith

Blissfully Wed
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The monkey dance stance does

Female Stuff
Jaw Width, Chin Width, and Waist Size work opposite of males; higher numbers give smaller size.
Neck Length on females is...wonky. Instead of making the neck shorter, it shoves everything downward into the torso in an odd manner. It does not do this on the male model.
IMAGE(https://i.imgur.com/1vBdH8S.png)
The monkey dance stance does not work for females.
None of the head options (apkallu, full mask, etc.) work on females.
Centre parted hair does not work on females.
ONLY normal human eyeballs work for females.
Only cover and none skullcap types work for females.
SPANDEX: Full body, right/left sleeve, and vest do not work at all. Short Sleeve renders as strapless; Full Top with Thumbstraps renders as cropped strapless.
HEADWARE: Santa Hat, Street Defender, Sleek Cowl, Open Mask and Cut Off Open Mask do not render. Pointed Cheek Cowl renders as Skull Face, Two Face and Cyborg also render as Skull Face unless you start with a male face, and even then it doesn't scale correctly.
Police Hat colors mix rather than each piece having it's own.
The Rose mouthpiece doesn't render.
Robot arms only render on the AVIs left side.
Fishnet Top, Collared Vest, Tactical Armor, and Armored Suit do not render.
Studded Cowl, Apkallu Necklace, and Piped Collar do not render.
Apkallu shoulder piece does not render.
Apkallu forearm accessory does not render. Armbands do not unless put on the male model first and then switch to female. The armband glitch described below persists through the switch to female.
Short Fingerless Gloves do not render. Dots gloves do not unless switched from a male model. Also see below.
None of the capes render, though the wings and spider legs do.
Shorts and Full Body do not render, and ShortShorts render as fishnets with underwear.
Lightning 2, Paragon, Arcane, Webbing, Triads, Chevron, and M patterns do not render.
Some patterns are listed twice and are the exact same pattern.
Details below "X" on the list do not render for males.

Other Stuff
Hair should probably adjust to changes in head shape and size. Likewise with other masks and such.
Skull Face headware renders correctly on females but not males.
Spherical lenses aren't always spherical.
IMAGE(https://i.imgur.com/ATWUjV7.png)
Hoods should probably either lay on top of hair and replace it where it clips, or come with it's own built-in hairstyles to choose from.
White renders as gray on many of the materials. I figured this one out; many materials have other colors baked in.
When going from any forearm accessory to Armbands on the male model, the previous accessory on his right arm does not disappear when the armband appears (you get both). Going from none to armband WAI.
Dots glove only renders on left arm of male model.
BronzeYellow material does not render for either model.
ShortShorts on the male adds color to the avatar's left foot.
Details below "M" on the list do not render.

"Why clean the house when you can be saving the WORLD?!?" ~Justice Wraith

Nos482
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The Juggernaut helmet works..

The Juggernaut helmet works... sort of. And the robot arms are broken too.

But I got inspiration from those... so, yay?

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- All of the colour slots for

- All of the colour slots for an emblem change the overall colour it appears and override the previous one
- When you change costume pieces, the currently set colours do not appear in the colour options (just shows the last 4 used)
- Some spandex patterns are a little choppy around the details (this is Fire)

alltrueist
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Moving the emblem vertically

Moving the emblem vertically (and I assume horizontally) also moves the emblem base. You have to align them both together and then move the emblem.

The Altruist, Invulnerability/Super Strength Stalwart.

Bubbleso
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* If you save a red costume

* If you save a red costume (for example), load it, change it to blue, and then enter the game, the game will load the red costume (the saved one) instead of the blue costume (the one of which you changed).
* This belt is clipping with itself and capes -

This belt should have at least 3 color schemes, as shown here. One for the top, one for the buttons (or whatever they are) and one for the lower part of that belt, however instead they're all just 1 big color, which is not intentional. It's a shame because it's my favorite belt! More belts like these pl0x!

* The button pads (or whatever they're called) on this cape disappear after I save and load / enter the game. They appear again after I reselect the cape.

FuzzyOne
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My comments aren't very

My comments aren't very technical, but are mostly observations.

The posture seems very wonky to me. Like... the stomach is too far forward, leading to as highly pronounced curvature to the back, and makes it very difficult to achieve certain looks for a character. If I could move where/how the shoulders meet the torso, I could maybe fix this... Like, the shoulders are pushed so far back it distorts the rest of the body.

The arms don't look like they attach at the right place. The Monkey dance highlights this best. It almost looks like the flex point is at the arm-end of the deltoid muscle, instead of where the shoulder connects to the torso. Most belts with any definition at all (not mapped flat to the character) Have a noticeable gap at the back. For reference, My character is about at 50 on the "Skinny" slider, aiming for a lean, agile build for a character.

Still lots of clipping things, but those are well documented.

Pearly
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I have this strange clipping

- The pattern for Eyes sometimes doesn't appear when swapping from a different section
- I have this strange clipping bug that doesn't happen when I Reset Toon. All I have on right now with this costume is Full Mask with Hood and some sliders around the eyes and face.

Edit: Recreated it by playing around with Expressions. All of them seem to cause the clipping in some way. So do many of the sliders in the Eyes section.

Empyrean
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Pearly wrote:
Pearly wrote:

- The pattern for Eyes sometimes doesn't appear when swapping from a different section
- I have this strange clipping bug that doesn't happen when I Reset Toon. All I have on right now with this costume is Full Mask with Hood and some sliders around the eyes and face.

Edit: Recreated it by playing around with Expressions. All of them seem to cause the clipping in some way. So do many of the sliders in the Eyes section.

Is that... a nipple clip?

FIGHT EVIL! (or go cause trouble so the Heroes have something to do.)

Pearly
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Empyrean wrote:
Empyrean wrote:
Pearly wrote:

- The pattern for Eyes sometimes doesn't appear when swapping from a different section
- I have this strange clipping bug that doesn't happen when I Reset Toon. All I have on right now with this costume is Full Mask with Hood and some sliders around the eyes and face.

Edit: Recreated it by playing around with Expressions. All of them seem to cause the clipping in some way. So do many of the sliders in the Eyes section.

Is that... a nipple clip?

It is indeed... a nipple clip.

DesViper
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Again, slow downloads are not

Again, slow downloads are not a bug but Tech Team has been informed of these :)


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Empyrean
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DesViper wrote:
DesViper wrote:

Again, slow downloads are not a bug...

They're a feature! :P

FIGHT EVIL! (or go cause trouble so the Heroes have something to do.)

Cybin Monde
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Dynamitochondria wrote:
Dynamitochondria wrote:

I've been saving my progress as I twiddle my way through the plethora of body and face sliders. That's good. Thanks for that feature.

But when I click back to set of sliders I've twiddled with already, all the numbers show 0, and the sliders are all either all the way left or in the center, even after saving that slider set. The body scaling on the model stays right, but if I touch a slider, the model snaps to the new slider position, even when all I wanted to do was drop the slider down 5, so I have to find where I wanted it again.

^This

Also, it would be exceedingly helpful if we had:
- "live" view of costume parts via scrolling, instead of click-per-piece

Until after now...

Cybin Monde
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I'm not sure if this bug is

I'm not sure if this bug is that things aren't working or that they just shouldn't be listed as an option, but there a large amount of options under Details not working.

Namely:

Torso > Tights > Detail - Everything after "M" doesn't work (except X and Lightning).

Until after now...

eislor
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Empyrean wrote:
Empyrean wrote:
DesViper wrote:

Again, slow downloads are not a bug...

They're a feature! :P

Yes, patience is a virtue and the servers are merely helping us to be virtuous.
What a nice feature.

Cybin Monde
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Grolleter wrote:
Grolleter wrote:

I can't figure out how to make the skin color selector go away after opening it. Choosing a color, clicking on an empty space on the screen, clicking on any button I've tried, changing genders ... nothing seems to do it. Not the worst possible issue (it mostly covers the buttons for showing the Face and Eye scale sliders, but doesn't actually prevent me from doing anything) but definitely annoying.

This is one of the things i was about to report on, as well. I'd like to add that the skin color palette also covers the first part of the Save costume text box, so that i ended up hitting Backspace more times than whatever save file name could be up, then retyping it and trusting that i did it right.

Until after now...

Cybin Monde
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Things I noticed during this

Things I noticed during this past play session:

Auras - Smoke, Fire, Lightning, Hearts all appear to not work at all.
- side issue: Eye fire engulfs the entire head instead of being pointedly centered on the eyes.

Cosmetics > Make Up - Jester,Face Paint, Face Paint 2, and Normal all appear to do nothing.

(Also... is it just me, or is there too much gravity in our butt cheeks?)

Until after now...

Atama
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Cybin Monde wrote:
Cybin Monde wrote:

(Also... is it just me, or is there too much gravity in our butt cheeks?)

Yes but as I’m in my 40s it’s inevitable, these things happen as you get older.

Justice Blues
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I can't get it started. The

I can't get it started. The Powered by screen comes up, then I get the same error message over and over.

Scarlet Stinger
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Color/colour panel has

While using a Samsung UN39EH5003 39-Inch TV (1080p) running the game at 1680x1050 resolution (yes, the native resolution is higher; however, it doesn't look good), the color panel has located itself off the edge of the screen. Here is an image of the issue:
IMAGE(https://i.ibb.co/X7JgdpY/colourpaneloffscreen.png)

The color panel behaves normally while using an ASUS Pro-Art 238 at 1920x1080 resolution:
IMAGE(https://i.ibb.co/4fjJbM7/fixedwitharealmonitor.png)

Pearly
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- Reset Toon does not remove

- Reset Toon does not remove Auras

GeoM68
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I'm at 1080x1920 and if I am

I'm at 1080x1920 and if I am clicking add to shelf the color table slides right offf screen
https://www.dropbox.com/home/Jorge%20Mejia?preview=Screenshot+2019-10-26+18.14.43.png

Blissfully Wed
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When I first logged into the

When I first logged into the Avatar Builder, I was very frustrated that when no material was selected, which is the default, white always showed up as gray. I have since learned that many, if not most, materials have some sort of texture or color baked into them that leave them unable to appear white (or a true approximation of any other color you choose).

The following list contains materials that show true-ish white when they are selected, so hypothetically, they will render other colors correctly as well. Please keep in mind that this is totally subjective; white enough for me might not be white enough for you and vice versa. Also, this may change as the developers add or change the properties of materials.

Braided Wool
Canvas Beige (almost)
Elastine Stretch
Elastine Varnished
Linen Viscose Cloth
Lycra Fabric
PolyamideSwim Suit
Polyester 3D Knit
Polyester Check Knit (almost)
Polyester Layered Mesh Reverse
Polyester Sport Fleece
Silk Duchesse Satin
Silk Smooth
Spandex Heather Jaquard Hexagon
Spandex Heather Jaquard Terry
Spandex Hexagon Jaquard
Spandex Hexagon Textured Jersey
Synthetic 4 Way Diamond Woven
Synthetic 4 Way Honeycomb Woven
Synthetic Eco Lor French
Synthetic Heather Jersey Ribs
Synthetic Herringbone Jersey
Synthetic Jersey Staggered Squares
Tech Fabric Jaquard Armor
Vinyl Mesh
Bull Leather
Crocodile Leather
Leather Diamond Quilt Double Stitched (the stitching is NOT white!)
Glossy Plastic
Grainy Concrete (almost)

I hope this helps!

The post above is not a bug as far as I know but was moved to this thread by a Redname. I still hope it helps!

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It's on the bug list :p

It's on the bug list :p


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Gotcha. We need a thumbs-up

Gotcha. We need a thumbs-up button for acknowledgement purposes. :-)

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- When you apply Headwear, it

- When you apply Headwear, it changes the value of HideEar back to normal, but keeps the slider in the same position. You have to click the slider bar to get your ears hidden again.

Edit: Figured out it also happens with belts, and I'm guessing any non-spandex costume piece.

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The following info applies to

The following info applies to all comments below:
I only built one character so far, a female who was a bit tall and skinny.
System info: Macbook Pro 2016 with the Radeon Pro 460 discrete GPU. Native display is 2880x1800. Running under Windows 10 via Bootcamp, Windows screen resolution scaled to 1920x1080 and 125% scale factor, which is what seems to work best with other games.

I'll try to not repeat things already reported.

- Many clipping problems with various items, especially belts

- Belts that look like separate objects (e.g. utility) don't appear at all, ones that lie directly on the spandex layer seem to sort-of work, but with clipping issues.

- The component gallery selector seemed to be missing many of the thumbnail images, though tooltips show if moused-over

- The female spandex boots have a correct-looking thumbnail, but manifest as thigh-highs. Presumably an item index error... There does not seem to be an actual thigh-high listed in the gallery.

- The materials shelf is not saved with the character

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Pants only morph to leg bulk

Pants only morph to leg bulk and global morphs like skinny, age, and titan size. All other adjustments, upper leg mass, lower leg mass, booty, result it near immediate clipping. The left leg of the pants is broken in game. Any movement results in glass jaggies and fangs popping out.

Certain facial morphs can cause makeup to start to bleed as seen in picture below. I was trying to get a flatter nose bridge and succeeded in getting closer to the shape I wanted, though it's still pretty Caucasian. AND all the masks clip with any facial morphs. Aside from maybe head size.

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I think this is a solid first

I think this is a solid first showing. It would be interesting to see what the current build fixes; it probably addresses many things below.

Some of my observations...

Many textures seem to be loading low resolution versions in my build producing a blocky smudge on the character, e.g. the TCPD badge on Officer Bob's shirt. Is 1 GB not enough texture memory? A section that's large enough will have a pattern/texture show in the middle of it, but the edges get fuzzy.

Love the Environment and Hide UI.

Body sliders seem to start at normal then go only bigger. Some start in the middle. Also as noted by others displayed values reset and may not match the slider position. I'm thinking of how I would create a thin or gaunt-looking character, or maybe just a thin pointy nose.

Brute Mass-Skinny seems to be an axis. Skinny does a number on arms especially around the shoulders. I'm expecting Skinny to work more like Leg Mass.

I love the amount of slider detail! It seems some costume parts are aware of the size possibilities; if you add pants and increase the waist, the pants do grow. And yet they don't fit. Perhaps you need definite points where things come together, but remove the underlying character geometry if the item is prone to clipping issues. Otherwise clothing ends up supersized and baggy.

Intersecting parts can make something interesting so I kind of don't want to eliminate that, but perhaps that can be made an option whether to allow the clipping to happen. E.g. if you have a certain hairstyle plus a hat having both intersect might work character-concept-wise, but you may want just the bottom of the hairstyle to stick out from under the hat, while the top part of the hair is actually removed from rendering. Another example: pants have a definite connection to the upper body at the beltline, so supposing this hero goes around with a bare midriff, only the top part of the character model to the belt needs to be shown; the legs covered by pants can be omitted; the pants then scale according to the dimensions set on what would be the underlying body.

Another point for intersecting parts. In CoH I sometimes wanted to use parts that were both in the same list, e.g. goggles and earguards. It would be nice there to have all head options available and say pick two instead of having half in one list and half in another, etc.

Drop the first knuckle of the thumb out of the plane of the rest of the hand down toward the palm and it will look more natural.

The default feet seem a little small for the overall model size. It's not that they need to be longer, but perhaps thicker.

The Hip Width is just pulling the legs apart laterally; the actual hip area should get bigger. Think of how it would look if you increased the hip size but not the distance between the knees. I'd almost combine Hip Width with WaistSize and use Stomach Size for fine tuning. Waist Size yields only a small amount of width; what if it were more a radial adjustment, with Stomach Size just adding to the front? (Waist Size also seems blocky, not as smooth as other adjustments). The base model seems to lack a hip bone shape-wise, not sure how to put that. (Running with maximum Hip Width looks painful too).

The eyeballs need an adjustable pupillary distance (PD). Unless something isn't working, they stay exactly the same distance apart, even if the fleshy bits around them are adjusted. The result is creepy (this is not "uncanny valley"); might be part of why the example you posted way back of facial adjustments all had the same look. Eye-related part adjustments should be tied to an underlying eyeball position.

I'd have an ear slider which is a few different basic shapes for ears (e.g. one with the earlobe, one without, one deeply grooved, etc) which can then be adjusted with the other sliders. The same thing would work for noses and might even allow you to simplify the nose resize options (the adjustments here seem to be minor).

Monkey Dance shows an issue with the arm-shoulder connection. Hovering shows a break at the wrist.

The skin palette got stuck open if I tried opening it when I had the larger palette on the right open.

When I select a particular body part, none of the four color wells show me what colors are applied to the part. It would be good to indicate how many/which colors are used for any particular piece and reflect that in the color wells.

The color palette should be arranged by hue and lightness instead of whatever you got going on there right now.

Colors by default come with "None" texture meaning they don't show up? Everything should have a default texture.

I'm not quite getting the Pattern/Detail/Color/Texture relationship. Some textures seem to be pattern/details (?), e.g. suppose I want a camo pattern in two colors overlaid on a rough metal texture. I somehow got Pattern and Detail to disappear at one point.

Saved color+texture combos (this is a good idea BTW) should have some kind of preview area that show you a swatch of the color applied to the texture when you mouse over the color well. Just the color is not enough and a texture at color well size would be difficult to distinguish.

Applying a chest emblem doesn't seem to clear between loading different pre-saved models, though it will clear/reset if another model uses a different one.

I can see the effort to combine the character body options and the costuming/color options in a grand unified scheme, but... why? For example, when you're working on the costume that left quarter of the screen is completely useless. Would it be too much to step back a screen to tweak the body?

Along these lines, the color palette is always hidden behind the click of a color well. That means a lot of additional clicks and you all know how much time we can spend in these character creators.

All the circles sometimes get in the way. I know you can hide the UI but still that's a lot of circles.

The use of small picture previews for parts is a terrible idea. Extra work to generate the previews, then scale and position to best show the part. Previews don't necessarily have the detail to differentiate one part from another. Who wants to wait for a pop-up to tell what something is? Horizontal scrolling is going to get tedious for long lists; we're used to the vertical (you already use it for the body slider lists). Search is going to be frustrating if you don't know what it's called.

Go go go!!!: jump is OP, but ok.

Looking forward to future iterations. :)

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[URL=https://smg.photobucket

(Ok old image account...)

You can see the TCPD badge is a kind of coppery color, and some patch on the shoulder, also he has a beard, but all of these are fuzzy at the edges.

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Bear wrote:
Bear wrote:

Many textures seem to be loading low resolution versions in my build producing a blocky smudge on the character, e.g. the TCPD badge on Officer Bob's shirt. Is 1 GB not enough texture memory? A section that's large enough will have a pattern/texture show in the middle of it, but the edges get fuzzy.

Hit Esc, choose the graphic option at the bottom and select Sweet.


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Tannim222 wrote:
Tannim222 wrote:

Hit Esc, choose the graphic option at the bottom and select Sweet.

I'm starting to think it would be wise to have the next iteration of the AB just default to the Sweet option from the start.


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Redlynne wrote:
Redlynne wrote:
Tannim222 wrote:

Hit Esc, choose the graphic option at the bottom and select Sweet.

I'm starting to think it would be wise to have the next iteration of the AB just default to the Sweet option from the start.

Agree, especially if people open the game without coming on the forums and without reading this kind of thread. It could make them think that the game is not cool at all.


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Ah! That was it.

Ah! That was it.

There's so much space on that screen I'd leave the three options out where people can see them. Also indicate which is currently selected.

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This isn't exactly an issue

This isn't exactly an issue with the chargen itself, but since it is part of the AB I thought this would be the best place to put it.

If you have an aura on in game and jump while looking at the water, the water *miles* away will pick up the aura and start flashing as if it were reflecting, even though at that distance it definitely should not be. It will also cast a shadow on the wafer of you as well.

Also, (there is no way/there should be a way) to get back to the character creator screen from in game. You have to quit and open the application again.

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Also, the trench coat just

Also, the trench coat just doesn't work at all with the female model. Also, the jacket has the armpits exposed. Numbers 4-7 on the female model of chest wear are not working along with capes.

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Picking bodyhair removes the

Picking bodyhair removes the skullcap style, at least from the Mohawk hairstyle.

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I'm unable to reproduce that.

I'm unable to reproduce that. It might be a matter of most Skullcap styles being missing from the female model. Could we get some more detail?


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Yeah sure, uploading video

Yeah sure, uploading video right away. There's another problem, the color of the skullcap and the hairstyle itself is connected. Meaning it's one color. If I want the shaven base to be one color, and the Mohawk to be another color, I'm unable to do that. Don't think it's intentional.

EDIT: link because I don't know how to post a direct video lol

https://www.youtube.com/watch?v=a4CfKhizL8I&feature=youtu.be

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Seems to be some conflict

Seems to be some conflict with Hair>Hair>Skullcapstyle and Hair>Skullcapstyle. I'll send the video to tech team, but I can't reproduce the exact error.

also for future reference its "[youtube]"videocode"[/youtube]" so this video code is a4CfKhizL8I


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(Just to know, Loom is a

(Just to know, Loom is a great tool to provide videos like that, to show issues on software ^^ Yopu can make it really quickly)


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I don't know if it has been

I don't know if it has been reported yet, but with the Armored Suit piece in Chest Wear, the straps that go over the shoulder do not apply textures as they are changed. Instead, you have to change the colour as well before the new texture will render on the costume piece. I don't think there are any other conditions that cause this to happen but if you can't replicate it, let me know and I'll look more into it.

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Pearly wrote:
Pearly wrote:

I don't know if it has been reported yet, but with the Armored Suit piece in Chest Wear, the straps that go over the shoulder do not apply textures as they are changed. Instead, you have to change the colour as well before the new texture will render on the costume piece. I don't think there are any other conditions that cause this to happen but if you can't replicate it, let me know and I'll look more into it.

Hmm, that is a strange bug. Noted :)


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I missed the first thread, so

The Arm Cannon option has a weird texture piece sticking out from the elbow. Noticeable in most poses (links cause I'm not able to make the img tag thing work):

https://imgur.com/gallery/ydxV0TC

https://imgur.com/gallery/Xj103e2

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Separate comment for separate

Separate comment for separate issue.

Not the chargen itself but in the world, jumping seems a little... off. First, the "up" is fine, but the "down" feels very floaty and slow. Second (and maybe this is intended?), I found it's possible to triple jump. As in, jump, then in mid-air jump again, then jump a third time. Kinda odd to be a default setting.

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Cutter wrote:
Cutter wrote:

Separate comment for separate issue.

Not the chargen itself but in the world, jumping seems a little... off. First, the "up" is fine, but the "down" feels very floaty and slow. Second (and maybe this is intended?), I found it's possible to triple jump. As in, jump, then in mid-air jump again, then jump a third time. Kinda odd to be a default setting.

Don’t worry about anything happening on the island, that is all just place holder and stuff left in for fun. It’s not representative of actual game systems.


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Thanks for clarifying!

Thanks for clarifying!

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My toon didn't save :(

My toon didn't save :(

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went to torso>torso type and

went to torso>torso type and I don't see icons of the tanktop/tshirt/ragged shirt options, I just see grey boxes.
tank top clips through all legs>legs

torso>chest wear collard vest clips hard through long hair

visor> glow has no effect

yeah, when I save toons they do not show up under the saved characters drop down

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BigWig wrote:
BigWig wrote:

yeah, when I save toons they do not show up under the saved characters drop down

Do the files appear in the \Missing Worlds Media\City Of Titans\PlayerCharacters\Toons\ folder?
If not, do they appear anywhere on your computer?

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The patterns do not apply

The patterns do not apply onto the Rock setting. Nor do the emblems.

The lack of a true white setting is disappointing. Baked in colors were part of the problem with CoH. Please don't have them here.

It would be nice to have more patterns such as Leopard Spots and Tiger Stripes. Anything else anyone can think of?

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Drone Keeper wrote:
Drone Keeper wrote:

It would be nice to have more patterns such as Leopard Spots and Tiger Stripes. Anything else anyone can think of?

A glass material to make an aquarium body or a snow globe or even a terrarium or a candybox :D (you know, like the body is an aquarium or a snow globe. but i means that the body has either the inside already made, it means that we have some premade "interiors")


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Foradain wrote:
Foradain wrote:
BigWig wrote:

yeah, when I save toons they do not show up under the saved characters drop down

Do the files appear in the \Missing Worlds Media\City Of Titans\PlayerCharacters\Toons\ folder?
If not, do they appear anywhere on your computer?

No and No. I don't have a Missing Worlds Media folder. My top folder for CoT is City of Titans, i.e Program Files\City of Titans. I don't see a way to verify or change the path to the save location either.

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Next question: Do the sample

Next question: Do the sample characters show up when you click on the Load button?

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Foradain wrote:
Foradain wrote:

Next question: Do the sample characters show up when you click on the Load button?

Yes they did. I am reinstalling - I'll just use the default location and see how that works. In hindsight, not the best idea when working out the kinks.

Thanks for trying to help.

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Some more comments, unless

Some more comments, unless otherwise noted I'm using the Male model.

Love the background music; just a note of appreciation, applies to all models. :)

Scrolling in/out seems really slow.

General:Skinny does something really odd to the upper arms. Lower arms, fine. Legs, fine.

General:Age does something to the upper arms too but not as much. Also expect age to pull the shoulders in and flatten the deltoids. General:Average also leaves the shoulders out with a huge space under the armpits. I know Arms:Shoulder Width does that but it seems the General slider would do some of that for you.

Face:BrowDepth - high brow depth can leave the eyeballs sticking out. Some skin needs to remain around them according to other parameters even as the brow retreats. ... Just switched to Female model and it seems this setting is reversed there. I think it makes more sense as on the Female model for BrowDepth to go from 0 shallow to 100 protuding.

How do I get a pointy chin, say as part of forming a heart-shaped face? (see eyeglass websites for face shape/glasses wisdom)

Eyes:EyeHeight/EyeSpacing move the surrounding skin, but not the eyeballs.

Mouth:phoneme_o/ow/ah/e/a stack leading to severe mouth distortion. I'm guessing their purpose is for more than the default look of the face?

Ears:EarFlap/EarTilt leave some protuding fleshy bits when HideEar is used. Also these bits don't entirely scale down when EarScale is reduced.

Nose:BridgeDepth only decreases the bridge; what if 0 = smallest, 50 = where it starts now, 100 = farther out?

Nose:NostrilsSize only makes it smaller; 0 = smallest, 50 = where it starts now, 100 = wider?

Nose:NoseAsymmetry only bends to the character's right; start the slider at 50 and make 0 one way, 100 the other.

How would I do a bulbuous type nose like W.C. Fields? Almost needs a bulbuous parameter...

Reset Toon resets the model, but not the current selections in the body sliders (the UI doesn't reflect the model's state).

Body:Back Bulk does increase the back but the default size seems it should be the midpoint, if not a little above the midpoint. How about teen heroes who would have less muscle mass? I can see shrinking this parameter to prevent other bulk sliders from making the back far too large.

Body:Booty works properly for the female model, but on males it only adds bulk down and back. I think it would work better if it were more how the female model applies it.

I can store a material to the shelf, but can't remove it from the shelf. Also stored items aren't saved with the character so I have to recreated them when I reload a toon.

Only the fourth color well has a glow paramter, and even if I save a color/material with some glow to it I can't seem to apply it to any of the color possibilities of a four color piece. Why not glow on all the things?s

Huh, just loaded a different character after unsuccessfully trying to get glow to work. The newly loaded character has glowing pants I didn't save! Reset the toon, then load the character again and the glow is gone.

I almost want to have materials be shown in a grid like colors, perhaps using bigger squares, to reduce the amount of scrolling in the materials menu. The space seems a little tight for both and I hate to add more unnecessary clicking to get at it.

You need a "copy across all costume parts" for each color well to get basic colors & materials applied quickly. When a costume part starts by default as a grey blob it's not very inspiring.

Reset toon resets to the character creator default, but maybe it should reset to the last saved version of the character currently loaded?

Torso:EmblemBase/Emblems: Base Size/Rotation and Emblem Size/Rotation are independent; neither Emblem or Base affect the other. Base Horiz/Vert Adjustment moves just the base, while Emblem Horiz/Vert Adjustment moves both Emblem and Base. It seems the Emblem being on the base, this should be reversed: Base Adjustment should move both, while Emblem Adjustment should move just the emblem.

These special Base/Emblem sliders are only needed when those subcategories are selected in Torso. When other categories are selected it should change back to Pattern/Detail.

It would be nice to have some more ambient glow effects without losing the detail of the surface. Glow is a little OP right now in that respect.

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Just remember this is a

Just remember this is a thread (and forum) for bugs, the thread for Avatar Builder feedback is here:
https://cityoftitans.com/forum/feedback-avatar-builder?page=1

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BigWig wrote:
BigWig wrote:
Foradain wrote:

Next question: Do the sample characters show up when you click on the Load button?

Yes they did. I am reinstalling - I'll just use the default location and see how that works. In hindsight, not the best idea when working out the kinks.

Thanks for trying to help.

Reinstalled to the default Games\MWM... structure and I can save my toons now.

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BigWig wrote:
BigWig wrote:

Reinstalled to the default Games\MWM... structure and I can save my toons now.

Hooray! Now if they can fix the pointers so that you can put the MWM folder wherever you want it....

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Earlier in this thread, I

Earlier in this thread, I think, we were told to ignore issues that occur on the island. What about problems with costumes? IE in another thread I noted an issue with glow not working in a particular situation, works fine in AB but shuts off on the island. Someone else also noted that the perceived brightness of glow is about 3 times stronger on the island than in the AB. Worth noting things like that or just ignore till further notice?

Tannim222
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Make note of costume issues

Make note of costume issues for sure. We are rebuilding the island map for some additional testing purposes. There was a lot that needed changing to use it properly for future use.

It will be good to know what the current issues are and if they persist later.

Mainly though, the “ignore the island” is for stuff like movement and graphical issues in the environment.


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ShadowSpawn
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I installed the launcher.

I installed the launcher. When its gets done updating the launcher does not launch it just goes away.
The City of Titans manual says, "A troubleshooting note: If you are unable to launch the game because of a missing DLL, please contact on the forums - this is an OS problem, not a City of Titans problem, but we’ve had a lot of fun solving it."
I am running Win 7 ultimate with a intel core duo E8400 3.00GHz, NVIDIA GeForce 9500 GT.

Thanks

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ShadowSpawn wrote:
ShadowSpawn wrote:

I installed the launcher. When its gets done updating the launcher does not launch it just goes away.
The City of Titans manual says, "A troubleshooting note: If you are unable to launch the game because of a missing DLL, please contact on the forums - this is an OS problem, not a City of Titans problem, but we’ve had a lot of fun solving it."

I have the same problem. First I had the DLL issue. When I pasted those files in, it got the launcher to run and download but instead of launching it disappears.

warlocc
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ShadowSpawn wrote:
ShadowSpawn wrote:

I installed the launcher. When its gets done updating the launcher does not launch it just goes away.
The City of Titans manual says, "A troubleshooting note: If you are unable to launch the game because of a missing DLL, please contact on the forums - this is an OS problem, not a City of Titans problem, but we’ve had a lot of fun solving it."
I am running Win 7 ultimate with a intel core duo E8400 3.00GHz, NVIDIA GeForce 9500 GT.

Thanks

I'll make sure someone from the tech team sounds off, but I suspect hardware age will be an issue here.

Edit: I've been told you should make sure your antivirus is disabled, and also try to launch the program direct from the folder, as troubleshooting steps. We aso have someone with a similarly old system that may be able to test it internally.

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Launcher stops at 99% when

Launcher stops at 99% when patching.....it's not the anti-virus, any ideas.

See pic below.

https://imgur.com/XpqIYGq

warlocc
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Best option for live tech

Best option for live tech support is our Discord, https://discord.gg/w6Tpkp2
Got the devs hanging out in there to answer questions, plus other troubleshooting tips.

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Hokay, went full Monster

Hokay, went full Monster Factory while testing this. Started noting things just as they came up, but then went through everything.

- Skullcaps entirely nonfunctional on female character. Only Cover and None skullcaps function on female characters. Began with the interface to select it on a dropdown while Hair was selected even while Skullcap was not, dropdown menu later disappeared permanently after I selected Skullcap option.
- Hair length slider does not display the change while mouse button is held down, only when released.
- Long Beard polygons are entirely out of place on female character ( https://i.gyazo.com/thumb/1200/c91f392a7a53eb0e5599115cdc8712d1-jpg.jpg ), though briefly appears in (approximately?) correct position before distorting. UPDATE: Affected by all Head sliders in various ways, and also occasionally pulsates.
- Beards misaligned on female faces ( https://i.gyazo.com/92a5cf5e7cea15d3ba45dbaf6a707460.png )
- Eye Fire engulfs whole head
- Most auras do not display at all
- All auras are in Full-body Aura section, other sections are empty
- Only one type of fire (black) has the darker solid particle effects, all others (including dark grey) glow and appear desaturated if you choose a darker color
- Clipping issues on boots if leg sliders are adjusted at all
- Robotic arm doing its own crazy thing (apparently still somehow dependant on pose, see https://gyazo.com/8350e744fb8ac0010de8e761f1441c63 )
- Longcoat appears in correct position before falling down and clipping through body ( https://gyazo.com/ba8164179fdd8b36a2d766f3b8db0ff3 )
- Short sleeves and short shorts appear as fishnet on female characters (and no option to give fishnet outfits to guys - if you're planning on making Dr. Frankenfurter available to characters, probably best to make it a separate option now rather than later)
- Waist slider has opposite function depending on selected gender
- Shoulderpads are adjusted by ear placement, height, scale, tilt, rotation, and existence
- Increased Upper Leg Bulk distorts legs ( https://gyazo.com/d3bb242b4be0134d991b05de6e2cdb30 ), exacerbated by short lengths and lower "booty" slider ( https://gyazo.com/9824718ed68dd0cfb8349b12b4d21a91 )
- Increasing emotion/phoneme sliders causes clipping and polygon tearing on female characters ( https://gyazo.com/53f609cc34e17012c15060c3522e8a48 ) - male characters are distorted but none of their facial features clip or tear.
- Some of the wrong parts of hats appear to be distorted ( https://gyazo.com/a891295b84ac90bfa48c04ecbe08f390 , https://gyazo.com/2878ac78d159289afe121dd7f2a935be )
- Lost ability to select colors of makeup
- Game entirely froze upon hitting the "GO GO GO!!!" button.
- Patch button on launcher misaligned. ( https://gyazo.com/d82ea36f3bbc8563380fbc9891386a38 )
- Unclear on cause; skin color selector got stuck open and would not leave. UPDATE: Caused by double clicking on skin color selector.
- Blue color in the middle of yellow in the color selector is nonfunctional; yellow next to it works as that blue.
- Game displays a big MAKEUP OPTIONS color selector icon after clicking away from makeup
- "Parted" hair option visibly shows scalp, 'cover' skullcap option does not do what the name implies.

Will update with more as they come.