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Discuss: November Patch 2020

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JWBullfrog
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Discuss: November Patch 2020

read the original post here: https://cityoftitans.com/content/november-patch2020

As always, Comments welcome below.

MWM Editor- Public Relations Team Lead -All Purpose Frog

Wait until you see the... nope, that would ruin the surprise.

Huckleberry
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Nice informative patch.

Nice informative patch. Thank you.

I'm assuming that the pink tint is just to grandfather in any existing characters and will eventually be phased out? Also I support making all neutral skins and materials to be as light (close to pure white?) as possible to allow the most color options.


I like to take your ideas and supersize them. This isn't criticism, it is flattery. I come with nothing but good will and a spirit of team-building. If you take what I write any other way, that is probably just because I wasn't very clear.
JWBullfrog
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Generally right on the pink

Generally right on the pink tint. it is there mainly for older saved characters. Once we do a bit of test and adjust on the new colors, we'll revisit the pink tint versions. The new skin tints are going to probably get a revision or two before we settle on a good balance.

MWM Editor- Public Relations Team Lead -All Purpose Frog

Wait until you see the... nope, that would ruin the surprise.

Mordheim13
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Does this mean the game is

Does this mean the game is Live, now? Where and how can I purchase it? Unfortunately, I didn't get to claim my free month because I had moved since 2013 (a few times, now) so that was an issue. Anyway, if the game is out, I'd love to play it.

Shocking Blu

Foradain
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The game is in playtest, and

The game is in playtest, and in an early alpha state. If you contributed to the Kickstarter, contact a dev like JWBullfrog above to see if they can help you recover credit for what you contributed. But all that is available to test so far is the Avatar Builder and an off-line island (about twice the size of Oak Island in Nova Scotia) to run and super-jump around on to see your character in various lighting environments and double-checking scale.

Foradain, Mage of Phoenix Rising.
Foradain's Character Conclave
Millennium City Refugee.
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Cinnder
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MWM wrote:
MWM wrote:

Along with the environmental improvements, one of our player requests has been added to the movement controls on the island. You now have the option to use either the WASD keys or the arrow keys to move through the new landscape..

Something to be thankful for! Much appreciated. :-)

Spurn all ye kindle.

Cobalt Azurean
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Good stuff, always nice to

Good stuff, always nice to see progress.

Cinnder
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Is this download taking so

Is this download taking so long because it's a graphics update? Been running for 6.5 hours at an avg of 300Mbps and it's reached only 44%. And I had it up-to-date at Halloween.

Spurn all ye kindle.

Iathor
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Cinnder wrote:
Cinnder wrote:

Is this download taking so long because it's a graphics update? Been running for 6.5 hours at an avg of 300Mbps and it's reached only 44%. And I had it up-to-date at Halloween.

The total size is a bit over 8GB, as I recall, so it shouldn't be taking that long, even if it downloaded everything at that rate. Certainly at 300Mb/s, it should finish fairly quickly, certainly well under an hour.

If it's not making progress, I note that there have been rare cases reported of the patcher hanging up, and restarting it tends to fix that. You shouldn't lose any progress when restarting the patcher (or maybe just a small amount, I'm not sure what size chunks the patcher tracks as it progresses).

Unfortunately, the actual amount of data change doesn't necessarily match to what the patcher has to deal with, since the files are compressed, and a small change near the start can make a lot of the compressed file change.

There's been a moderate amount of graphics assets added, which probably accounts for the increase from 6+GB to 8+GB. We may also have some obsolete stuff in there that needs to be cleaned out. I didn't try to purge any stuff, since I'm not always sure what's currently in use and checking that isn't very easy (or maybe I don't know the right trick). There will be a cleanup pass at some point, but priorities are on getting stuff working right now.

Tech Team

Iathor
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Huckleberry wrote:
Huckleberry wrote:

Nice informative patch. Thank you.

I'm assuming that the pink tint is just to grandfather in any existing characters and will eventually be phased out? Also I support making all neutral skins and materials to be as light (close to pure white?) as possible to allow the most color options.

The pink tint versions might be removed from the menus at some point, though I don't know if we'll actually delete the underlying texture; it doesn't take up that much space. Basically it would stay in the dresser tables, but would get flagged not to show in the menus. As long as you didn't try to change the skin base and re-save the character, it would continue to work. But you wouldn't be able to use it in new designs. But that probably won't happen for a while.

Another thing to keep in mind is that some of the old skin colors were designed to be used with the pink tinted base, so some of them don't work very well with the neutral base. I moved those to the end of the skin palette, to make it less likely people would use them by accident with the new base and be annoyed by the results. Those have a fair chance to be removed from the palette in the future, especially if they're very close to one of the other colors. Again, there's a good chance they'd continue to work for older characters employing them, they just wouldn't be usable on new characters.

There are also still questions about whether we've got quite the right combination of the new base and new skin colors in the palette. The lightest colors don't always look good, and they're very sensitive to lighting conditions, so it's tricky to get them right. I wound up lightening the neutral base just before the release, which improved things a bit, but I'm still not entirely happy with the results. I'm not an artist, and my color sense is sometimes questionable. We've got some better people than I looking at the light tones, so you can look forward to improvements there.

My general principle on things like this is to try to design things so as not to invalidate older characters unless there's a compelling reason. But some deprecated choices might not be usable on future characters. All items used on characters now use a unique internal ID, so it's possible to "replace" an item and still leave the old one working by giving the new version a different ID.

However, some of the new skin tints might actually change a bit, since there are a lot of them and keeping two sets would make a mess of the palette.

Tech Team

Cinnder
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Iathor wrote:
Iathor wrote:

The total size is a bit over 8GB, as I recall, so it shouldn't be taking that long, even if it downloaded everything at that rate. Certainly at 300Mb/s, it should finish fairly quickly, certainly well under an hour.

If it's not making progress, I note that there have been rare cases reported of the patcher hanging up, and restarting it tends to fix that. You shouldn't lose any progress when restarting the patcher (or maybe just a small amount, I'm not sure what size chunks the patcher tracks as it progresses).

Unfortunately, the actual amount of data change doesn't necessarily match to what the patcher has to deal with, since the files are compressed, and a small change near the start can make a lot of the compressed file change.

There's been a moderate amount of graphics assets added, which probably accounts for the increase from 6+GB to 8+GB. We may also have some obsolete stuff in there that needs to be cleaned out. I didn't try to purge any stuff, since I'm not always sure what's currently in use and checking that isn't very easy (or maybe I don't know the right trick). There will be a cleanup pass at some point, but priorities are on getting stuff working right now.

Huh, weird. It's not getting stuck. Happily chugging along, just more tortoise than hare. I'll let it continue just to see what happens.

I hear ya re not knowing what's safe to delete on a group programming project. Been there many times!

Spurn all ye kindle.

Cinnder
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OK it finally finished. The

OK it finally finished. The island is really looking nice. Everything was very smooth for me, but I didn't have any problems with it before.

Most of the time when I'm playing The Game That Shall Not Be Named, I'm ok with the graphics, but when I create a hero and run about in an environment that's this much more realistic, I think how nice it's gonna be to have modern graphics. Though I think it puts a bigger burden on you devs, cuz animations and effects will have to look that much more realistic.

Not to look a gift horse etc, but now that we have arrows for movement (yay!) any chance we could have Right Shift as a run key in addition to Left Shift?

Spurn all ye kindle.

avelworldcreator
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I was just thinking about

I was just thinking about another game I play that only uses the left-shift key for running and how much of a pain that was for some activities (Conan Exiles and riding a horse). We may be facing the same issue so the timing was perfect for both of us realizing the problem. Thanks for the unexpected backup.

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Iathor
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Turns out that the shift key

Turns out that the shift key movement modifier isn't a key bind, but actually wired into the player character. I added in the right shift key to do the same thing, at least for the time being. Should show up in the next release. Longer term, this probably isn't the right way to do it; it really should be a bindable key action.

There's a bunch of stuff going on in the UI area right now, trying to move to the "real" version of the UI infrastructure, and all the game option setting stuff is part of that. That includes all the typical keybinding options.

Right now, the options package I'm trying to work with only allows one key binding, plus a gamepad binding, for each action. The underlying binding stuff in Unreal allows multiple keys to bind to an action, so I'm hoping I can fix that at some point. Most of the games I play allow two key binds per action, and I often find that useful, so I'm looking at that as our goal.

Amusingly, Unreal actually only has forward and rightward movements; back and left are actually forward/right with a negative speed. Since each key bind can have a different speed value, most likely any fast movement will be done that way at some point, rather than as a hack on the character movement function using the shift modifier. I'd like us to have an auto-run action, too. Right now, the character actions are pretty much default things from the basic Unreal character behavior, and we'll have to build on that for travel powers.

So all the movement stuff is all pretty temporary, though I expect the typical WASD and maybe the arrow default bindings we have will be part of the final movement setup. I don't know what the eventual base set of movements will be, since different movement speeds generally need different animations. Obviously super-runspeed will need to be in there, though, for those with that power.

Tech Team