Author Topic: The Big Giant Icon Thread  (Read 203454 times)

Garble

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Re: The Big Giant Icon Thread
« Reply #1560 on: July 25, 2014, 10:50:04 PM »
Is there an easy way to deselect a toon? When I used to play the game I could just hit tab until nothing was selected or travel far enough that what I had selected was out of range.

But in Icon you can still select things from far away and the tab cycling trick doesn't work.

So when I want to become an npc or change costumes when I have something else selected, I have to either delete the npc I've selected or turn them into an npc that isn't selectable.

Is there a simpler way?

Shidan

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Re: The Big Giant Icon Thread
« Reply #1561 on: July 25, 2014, 11:21:51 PM »
Is there an easy way to deselect a toon? When I used to play the game I could just hit tab until nothing was selected or travel far enough that what I had selected was out of range.

But in Icon you can still select things from far away and the tab cycling trick doesn't work.

So when I want to become an npc or change costumes when I have something else selected, I have to either delete the npc I've selected or turn them into an npc that isn't selectable.

Is there a simpler way?
Esc works for me.

generic_user

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Re: The Big Giant Icon Thread
« Reply #1562 on: October 24, 2014, 09:26:13 PM »
Recently, I've dug into manually editing .costume files. This has let me throw textures over geometries that the game doesn't normally allow. For instance, this section of file:



results in these feet:



The creator doesn't allow you to select the Bio-Organic skin for Monstrous Large Insect Legs, but has no problem rendering the combination. Well, "no problem" is a stretch; if you try to load the edited .costume through the character creator, you get this:



The character creator treats the file as busted, and loads replacement feet. However, once you're on a map, you can load the costume onto your character or an NPC with /load_costume. It works just fine. I look forward to seeing what kind of combinations this opens up for myself and for others.

But I want to do more than mix up already-available costume components. Let's talk about NPC parts.

Using the method outlined here, I tried to create a costume file for a Crey Scorpinoid. The Scorpinoid arm cannon looks great, and I'd love to use it; but the piece isn't available even through -n Icon. I hoped that I might be able to manually edit that, and other attractive but unavailable pieces into .costume files manually.  When I tried to load the file, results were less than hoped for:



In the above image, I've highlighted the error message. As you can see, it's basically the same as before. I decided to see if /load_costume could work around the problem just the same. No luck: PC or NPC, you end up with the same garbled figure, with missing pieces. Even trying /costume_load (not /load_costume) using the file originally output by /costume_save gave the same results as a proper .costume file:



Now, I don't know the inner workings of the CoH client, or exactly what Icon does to them; however, I can suggest a possible cause for the above behavior, which might help Codewalker or other parties who might have interest in finding a workaround. To get to the following screen, I loaded up Icon in -n (to get access to NPC pieces), granted myself access level 9 or more, and loaded up the Mission Architect with /architect. Inside the Architect, I went to the NPC creator. All of that led to this:



In addition to the three usual types, the Architect now offered Enemy (which appears as I've highlighted), Enemy 2 (normal-looking female body), Enemy 3 (normal-looking non-huge male body), plus Female and Male NPC (both of which just show up completely blank for me). Trying to hit "Next" with any of these five options crashes the client for me, so I haven't been able to dig any deeper.

Still, it got me thinking. Why would one illegal combination (Monstrous Insect + Bio-Organic) load, but the Scorpinoid, even with its default textures, not? I'm speculating, but maybe the geometries for some of the more exotic NPCs (like the Scorpinoids) are associated in the game with these other types, most likely the three Enemy types. If we want to ever use the pieces from these Enemy types, I see three possible ways forward:
  • convince the character creator that Enemy costume pieces are kosher for player costumes; or
  • convince the character creator to offer the Enemy body types in addition to the standard three types; or
  • give Icon the ability to load custom critters in addition to costumes, and get the Mission Editor to load the Enemy type models without crashing.

I have no idea if any of this would be possible, let alone worth the time of Codewalker et al., or at all interesting for them to work toward. As it stands, Icon is a spectacular achievement, and any additional capabilities gained would be pure gravy. I hope that by sharing what I've learned so far, I might help others in the community enjoy and just maybe expand the abilities of Icon.

Captain Redwing

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Re: The Big Giant Icon Thread
« Reply #1563 on: June 01, 2015, 09:17:12 AM »
Yep, getting the same issue here, on a Mac OS 10.6.8 machine, running Icon 1.7 with CoH client I24.  The mac itself is a Mac Pro 12 GB 2x2.8 GHz Quad-core, which should have sufficient power.  Seems to be the more obscure maps and various mission maps.  The loading screen appears, it gets about halfway or all the way, then I get the "Assertion Failure" error; with OK the only button, I click that and Icon/CoH exits.  I've thought about compiling a list of the maps which fail, but having to restart the program every single time (I suppose I could just use the random load option) would get tiring after a while. :/ :P

Could it be possibly be an application memory load error?  Is there a way to control how much memory CoH grabs on startup, or to make it multithreaded?

--- Philip

Did anyone ever figure out a solution for this? I never really messed around with loading maps until now and I'm having the exact same problem.

Leandro

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Re: The Big Giant Icon Thread
« Reply #1564 on: June 02, 2015, 12:18:24 PM »
Post an example of the map names that are failing. Full path, exactly what you're entering.

Captain Redwing

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Re: The Big Giant Icon Thread
« Reply #1565 on: June 03, 2015, 08:20:49 AM »
Post an example of the map names that are failing. Full path, exactly what you're entering.

I'm using the maps popmenu, but it does the same thing if i use either of the loadmap commands. It's basically every map that isn't a city zone of some kind. So everything in the two Other menus or the mission maps. Really anything with missions in the path name, so maybe it's a problem with that pigg file. But it also does it with that custom Christmas winterland map someone posted on here.

Leandro

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Re: The Big Giant Icon Thread
« Reply #1566 on: June 04, 2015, 02:51:21 AM »
What location is the game installed in your computer? If it's in a long path, try moving it to something shorter. There's a limit of 260 characters in full path+filenames that has been slowly eroding over time, but COH still contains; if the installation path is too long, you might be hitting it when loading long map names.

Captain Redwing

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Re: The Big Giant Icon Thread
« Reply #1567 on: June 04, 2015, 03:43:31 AM »
What location is the game installed in your computer? If it's in a long path, try moving it to something shorter. There's a limit of 260 characters in full path+filenames that has been slowly eroding over time, but COH still contains; if the installation path is too long, you might be hitting it when loading long map names.

I will give that a try. I should note that all the maps load perfectly fine in demo playback, if that makes a difference.

Captain Redwing

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Re: The Big Giant Icon Thread
« Reply #1568 on: June 04, 2015, 03:55:46 AM »
I will give that a try. I should note that all the maps load perfectly fine in demo playback, if that makes a difference.

Yeah, that didn't work. Also, looking at the list of map names, there are ones that don't work that are shorter than ones that do, so i don't think that's the problem.

Aggelakis

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Re: The Big Giant Icon Thread
« Reply #1569 on: June 04, 2015, 04:39:03 AM »
Post a list of maps that work, and a separate list of maps that don't, please? (full file paths, please!) Doesn't have to be comprehensive :) like five or so each would be helpful.
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Captain Redwing

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Re: The Big Giant Icon Thread
« Reply #1570 on: June 04, 2015, 06:47:25 AM »
Post a list of maps that work, and a separate list of maps that don't, please? (full file paths, please!) Doesn't have to be comprehensive :) like five or so each would be helpful.

Maps That Do Work
"Midnighter Club" "loadmap maps/City_Zones/Coop_02_01/Coop_02_01.txt"
"Pocket D" "loadmap maps/City_Zones/City_02_04/City_02_04.txt"
"Cimerora" "loadmap maps/City_Zones/City_03_04/City_03_04.txt"
"Dark Astoria" "loadmap maps/City_Zones/Coop_06_01/Coop_06_01.txt"
"Atlas Park" "loadmap maps/City_Zones/City_01_01/City_01_01.txt"
"Echo: Atlas Park" "loadmap maps/City_Zones/City_01_01/City_01_01_Echo.txt"
"Galaxy City (pre-I21)" "loadmap maps/City_Zones/City_01_03/City_01_03.txt"
"Echo: Galaxy City" "loadmap maps/City_Zones/City_01_04/city_01_04.txt"
"Kings Row" "loadmap maps/City_Zones/City_01_02/City_01_02.txt"
"Skyway City" "loadmap maps/City_Zones/City_02_02/City_02_02.txt"
"Steel Canyon" "loadmap maps/City_Zones/City_02_01/City_02_01.txt"
"Faultline (I8+)" "loadmap maps/City_Zones/City_02_05/City_02_05.txt"
"Independence Port" "loadmap maps/City_Zones/City_03_02/City_03_02.txt"
"Talos Island" "loadmap maps/City_Zones/City_03_01/City_03_01.txt"
"Croatoa" "loadmap maps/City_Zones/City_03_03/City_03_03.txt"
"Brickstown" "loadmap maps/City_Zones/City_04_02/City_04_02.txt"
"Founder's Falls" "loadmap maps/City_Zones/City_04_01/City_04_01.txt"
"Peregrine Island" "loadmap maps/City_Zones/City_05_01/City_05_01.txt"
"The Hollows" "loadmap maps/City_Zones/Hazard_01_02/Hazard_01_02.txt"
"Ouroborous" "loadmap maps/City_Zones/City_06_01/City_06_01.txt"
"Sewer Network" "loadmap maps/City_Zones/Trial_01_02/Trial_01_02.txt"
Pretty much anything starting with maps/City_Zones/

Maps That Do Not Work
"Striga Isle" "loadmap maps/City_Zones/Hazard_03_02/Hazard_03_02.txt"
"Bank" "loadmap MAPS/MISSIONS/UNIQUE/911/911_BANKS/911_FIRST_NATIONAL_01.TXT"
"Classy Casino (Longbow Officers' Club)" "loadmap MAPS/MISSIONS/UNIQUE/V_NERVA_ISLES/OFFICERS_CLUB.TXT"
"Graveyard Mission" "loadmap MAPS/MISSIONS/OUTDOOR_MISSIONS/OUTDOOR_GRAVEYARD/OUTDOOR_GRAVEYARD_01/OUTDOOR_GRAVEYARD_01A.TXT"
"Tsoo Tattoo Parlor" "loadmap maps/MISSIONS/UNIQUE/ARTIFIED/TSOO_TATTOO_PARLOR.txt"
"Witch's Lair" "loadmap maps/Missions/Croatoa/WitchLair.txt"
Basically anything that starts with maps/Missions/

The obvious answer is that it's something with that specific pigg file but I have no idea what. I'm using the most up to date files that are out there. Downloaded the I24, installed Island Rum. I have no idea when these problems began, they may have always been like this with Icon but I discovered them recently when i started using it again to get some screenshots for old characters.






Aggelakis

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Re: The Big Giant Icon Thread
« Reply #1571 on: June 04, 2015, 07:27:10 AM »
Does sound like corruption somewhere. Try deleting just the maps pigg files from your piggs folder? There should be six listed. Running Island Rum should fetch them again, but mapsMissions is pretty big so it might take a while.
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Captain Redwing

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Re: The Big Giant Icon Thread
« Reply #1572 on: June 04, 2015, 08:13:12 AM »
Does sound like corruption somewhere. Try deleting just the maps pigg files from your piggs folder? There should be six listed. Running Island Rum should fetch them again, but mapsMissions is pretty big so it might take a while.

Nope. Didn't work. It's a Mac issue of some kind because it doesn't do it on a Windows PC using the same CoH files.

Leandro

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Re: The Big Giant Icon Thread
« Reply #1573 on: June 04, 2015, 03:45:22 PM »
Ah, can't help you there. Manga! Get your mac head here!

Manga

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Re: The Big Giant Icon Thread
« Reply #1574 on: June 04, 2015, 03:48:40 PM »

Try deleting your "piggs" folder, then launch Island Rum and re-scan.  That way you'll get fresh files that are free of corruption.  Meanwhile I'll test for Cider issues.

Codewalker

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Re: The Big Giant Icon Thread
« Reply #1575 on: June 04, 2015, 03:53:37 PM »
I don't think it's a corrupt file as I've heard of several mac users having trouble with crashes on specific maps. No idea what is going wrong on macs to make that happen. I wouldn't go as far as deleting the piggs, but definitely move or rename your 'data' directory out of the way if you have one to ensure it's not a client mod issue.

If they work in demorecords, the only thing Icon does differently from loading a demo is to spawn persistent NPCs, and scan the map for spawn points. So it might somehow be related to either of those.

Captain Redwing

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Re: The Big Giant Icon Thread
« Reply #1576 on: June 04, 2015, 08:04:20 PM »
I don't think it's a corrupt file as I've heard of several mac users having trouble with crashes on specific maps. No idea what is going wrong on macs to make that happen. I wouldn't go as far as deleting the piggs, but definitely move or rename your 'data' directory out of the way if you have one to ensure it's not a client mod issue.

If they work in demorecords, the only thing Icon does differently from loading a demo is to spawn persistent NPCs, and scan the map for spawn points. So it might somehow be related to either of those.

Thanks for all the suggestions everyone, but everything that has been said is stuff I already tried before posting on here. I've run this with my old I23 client, a freshly downloaded I24, I24 updated with Island Rum, without data folders, all these things. All the same results. The NPC spawns at this point sounds like the post likely thing since that's a clear difference from running it as a demo. Why the Mac doesn't like it, I have no idea. I suspect it's something with newer OS versions, I feel like I didn't have this problem before Mavericks (currently on Yosemite) but I can't remember.

Keep letting me know if you think of anything else, but I feel like i've tried everything at this point.

pewlagon

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Re: The Big Giant Icon Thread
« Reply #1577 on: June 09, 2015, 09:30:00 PM »
Codewalker, is there a way to utilize the Badge unlocked costume pieces? Sorry if this has been asked before, but I'm limited as to how long I can sit.

The Fifth Horseman

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Re: The Big Giant Icon Thread
« Reply #1578 on: June 21, 2015, 05:19:50 PM »
Use the NPC mode, should have all or nearly all enabled.
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tripthicket

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Re: The Big Giant Icon Thread
« Reply #1579 on: June 25, 2015, 03:42:56 PM »
Not sure where exactly to ask this, but I'll try here. I'm sure some kind soul will point me in the right direction if need be.

With the upcoming Paragon Chat, I read that I'll need to have the Issue 24 Beta client. Unfortunately, my computer died since the sunsetting of City of Heroes, so I don't have it installed directly from the game discs. I do, however, have the latest version of Icon installed. I think that includes the needed client files, but am unsure of this. Can anyone tell me if the Icon files will be sufficient, or will I need to obtain the Issue 24 Beta client elsewhere?