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Exotic

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Everything posted by Exotic

  1. if you add a period anywhere in your gmail address (except the very beginning/end of you address) and you should be able to use it again. Example: myemailaddress@gmail.com = my.emailaddress@gmail.com
  2. Did you register with a gmail account? If so, I may have a solution for you
  3. You should try playing on this monitor then
  4. Alright then. Your item database says "Texture ID" instead of "Texture Index", which is what I was using as reference. Anyways, here's what I did: Extrated "file 475.bin" from ItemTextureEp4.afs Renamed to File 475.prs Opened File 475.prs in Texture Manager Extracted Texture 0 as a DDS from "File 475.prs" Made my own, using the same texture compression settings and dimensions Overwrote Texture 0 in File 475.prs Saved File 475.prs and moved to "data/items/texture" Like i said it looks fine in game, but as soon as another object (cannon rouge in this case) with the same model shows up, the cannon roouge's texture takes on the my Banana Cannon's custom texture.
  5. I get something pretty similar to this. I made a custom Banana Cannon skin that's based on the cannon rouge. Verified the Texture ID and followed the proper procedure with loading custom assets using the specified data folders/file name convensions. I Jump in game, whip out the BC and it looks fine. Try it again with the cannon rouge: again looks fine. However, if both items are present in a game (say for example a ranger with the rouge and a force with the BC), they both take on the skin i created speciifically for the BC.
  6. Asteron Striker Bluefull - Goran Detonator - EP4 Ultimate
  7. While I agree with you that perhaps basing it on population alone has its issues, I feel like with the system you've posted here could also lead to some unintended side effects. Things like having multiple back to back HHs when no one is online or not getting HH for an extended period of time because the "dice roll" for HH fails even with a high chance (though it'd eventually hit, given the right parameters) I mentioned population as being a variable for an Automatic HH to cover the situation where there hasn't been one for a set amount of time (like a "fall back" HH, if that makes sense). In other words, if no manual HHs or other randomized HHs have been triggered in a certain amount of time, you'll always have that guaranteed one that follows the parameters i mentioned. I wanna cover that base so we don't end up a situation where there hasn't been one in like over 5 days or something. You're right about all automatic HHs shouldn't be based around population alone. Maybe we can come up with something better? I feel like we're getting closer to something that'd work for everyone.
  8. Can you run the game in windowed mode using a 4:3 resolution? As in, does it crash if you run in 1024x768 in windowed mode?
  9. Maybe it'd be better to have it so that if there hasnt been a HH within a 20-24 hr timespan and the population reaches a certain threshold and sustains it for a while, it'll activate. Here's an example of when it'd activate: There hasn't been an automatic (or manual?) HH in X hours There's over Y people online. This meets a set threshold. If population is sustained above that threshold for Z hours, HH activates Either way, I don't know about you guys but as soon as I see a HH notification pop up, I log the fuck on and farm away. I'm sure a lot of other people think the same thing. HH = more people playing
  10. Tyrfing - Skyly - Mericarol - EP2 Ultimate EDIT: Some Stats ATP: 740 ATA: 80 Requirement: 650 ATP Grind: +13 Special: Geist Class Usage: All Class Description "These cursed blades appear to phase through enemies leaving no visible marks, but they debilitate the target's soul and transfer that power to the weilder"
  11. Exotic

    R-78 shop

    "R-78 Cannot Receive messages"
  12. You have to type in (or use a shortcut) /lobbyevent 0 to set the music to default. Then, /lobbyevent -1 to prevent the music from changing again. You have to do this every time you start the game.
  13. I nominate "PIPE" as a gm, since it makes an appearance every pub game ever.
  14. I'd edit the formatting. Kinda hard to read on a white background.
  15. From what I understand the reduced DAR is a multiplier applied to whatever the DAR of the monster already has, so (MonsterDAR x DARreduction = indivDAR). In the case of Dark Falz (which has 100% DAR with only one player/shared), the chance of a rare drop on whitil (when comparing 1 player to 4 player on indiv drops) becomes: 1 player = 1/57 2 players = ~1/85.6 3 players = ~1/103.6 4 players = ~1/132.6 Whether or not the DAR reduction, when you add more players, could use a slight tuning is up to the admins to decide. PS: On a slightly related note: If I'm not mistaken (and I very well could be. Correct me if I'm wrong), Happy hours will only increase the rare drop chance, but doesn't touch the DAR of the mob that's dropping said rare.
  16. Exotic

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    Need just one more now!
  17. Exotic

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    Still got some!
  18. Exotic

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    Bumpity Bump
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