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Patchworkk

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Everything posted by Patchworkk

  1. i'm not sure if you've checked out the builders haven discord that was just officially opened & announced, but we have patch channels there for patch creators to use and share updates on! they're set up so people can go to a patch creators thread and see any updates or releases that theyve put out
  2. yeah, coming back to agree with swift, the people saying no are boring and also hate anyone having fun with things they personally dont want/like theres nothing wrong with more options, we can have beards on female models and more body diversity in the future!
  3. i think this is a neat idea for all races! its fun to have a lot of customization options, maybe theyll be able to implement it when they get the shadowlands customization in ?
  4. Just realized this may have come off a little rude lmao totally didnt mean to be at all, i think its a good idea in theory! If blizzard didn't have the worst naming conventions known to man it honestly would probably work out
  5. While i understand completely where you're coming from as a mall maker myself, i couldn't personally see that working very well in the game without a lot of glitches - a lot of objects have the exact same name but are completely different objects, which is why we have the gobject ids to differentiate them. Since the game already has trouble with people just making macros that use two building commands at once, i can't imagine having it try to go through and potentially spawn a bunch of the same gobs at once would work much better
  6. ? Green Drust Recolor ? This patch turns the drust constructs blue magic into a green magic instead! It was technically for a personal phase, though this fits the druid forms green magic better. This patch also fixes one of the said druid forms, the unarmored bear models, which for some reason had blue eyes instead of green (wtf blizzard). (Note: There is still some blue glows or magic bits here and there on some of the models, this is due to a coding thing that I was unable to edit, most of the magic is green though!) Also want to give a special shout out to @Acherea for helping me figure the patch.json out when i needed help with it! ? Patch download: GreenDrust.zip To get the patch into your game: 1. Unzip the GreenDrust.zip file (Right click and look for 'Extract here') 2. Paste the UNzipped file into your Epsilon Patches directory (Directory path below) 3. Load up the Epsilon Launcher and go to the "Patches" option, look for GreenDrust and make sure the box is checked before playing! If there is any trouble with the patch, feel free to message me on discord at Patchworkk#5265!
  7. @Razmataz it seems to still be happening! same phase and adt, says its shifted but still shows
  8. An option to toggle the armor and weapon gobs from gob lists (if possible) would be very nice, sometimes they come up in huge lists during a search and make it a chore to look through. To make it able to be toggled off and perhaps have it's own search like the tiles and planes would be very appreciated!
  9. I think having the option to toggle the `.ph cleartemp` command between letting everyone in the phase use it, and only letting officers use it, could be really handy. A lot of phases won't have officers in phase 24/7 that can help out should a spell go awry, and a lot of us don't want to restrict the creative freedoms of people by banning spells entirely, so making it so others can use the command whether they're an officer or not could come in handy for that and save a lot of time and trouble. Though, I still understand a use for having it set to Officers only for things like events so people don't come and troll or grief things that are being set up, which is why the toggling could be good there, if possible!
  10. • Type of Bug: Water shifting • Description: Water shifting seems to not be shifting any water out anymore, my previous adt water shifts are filled again • Evidence (Chat message/Screenshot): Water enabled in the adt: Water disabled in the adt: • Steps to reproduce: Shifted it on and off a few times • Reproduction rate: Did not shift out even once • Additional information: Phase is 54496, seems to be because of the new patch much like the last time I had a bug like this, however it is -NOT- connected to mccv shifting this time (from what i can see) so I am unsure what the cause could be
  11. Patchworkk

    bad tree

    • Type of Bug: Broken Object • Description: sholazarpalm_fallentree02 spawns in with a weird glitch each time, seems to be the only one of the bunch doing so • Evidence (Chat message/Screenshot): • Additional information: Figured it was pretty straight forward glitch and didnt need the rest of the format as it happens each time i spawned it, its currently spawned in 53411, at .ph tele blue if you wanna take a look in the spot i spawned it at all, the EntryID is 808365
  12. It would seem this issue is still happening, my gob group was fine until i made it a blueprint and upon spawning it the roof was messed up as below:
  13. (Going to use this as a mega thread for any Building Planes I come across that make sound, anyone else feel free to drop some in the replies so they are all in one place!) Essentially - These are building planes that make sound when spawned despite the fact that they should not be making any sounds at all. First: [dungeons/textures/7af_mage/buildingplane_7af_magefloor_quarter_1278196.m2 - 943779] - EntryID: 943779
  14. A Glink for displayid's when you search them up using .lo dis crea and when you do .npc info on an npc, much like the entryid/guid glinks that copy the numbers into chat for you. It would make creating multiple npcs much quicker, and copying down displayids better so you don't accidentally mistype when copying them in chat (something that unfortunately happens a lot to me)
  15. I think having blueprints use the account username instead of character names could be really nice, especially for people who make blueprints on different characters without thinking about it, it would also help with anyone having trouble with a blueprint to know who to contact as character names are not as widely known.
  16. • Type of Bug: Object and overlay glitch • Description: When using overlay on the ti_ objects, they seem to start glitching out - disappearing when you move your camera to a certain angle • Evidence (Chat message/Screenshot): Various objects there in one angle and gone in the next: • Steps to reproduce: Overlayed various gobs and they all seem to do it, some more noticeably than others • Expected result: That the gobjects will be fine overlayed • Observed result: They glitch out • Reproduction rate: Seems to happen to every gobject I've tried so far, have not done all of them though •Additional information: Tinting seems to be fine, the objects in the photos are spawned in my phase 54496 and are still there if you'd like to take a look - some are still overlayed some are normal
  17. I see a lot of questions for it, so I thought a way to search blueprints by their creator name could be really helpful in game. Mostly just by character names that already show in the search would be good, but if there was a (easy for you guys) way to make the person's Epsilon username show and search by that as well, it could also be helpful as I myself tend to create blueprints on multiple characters but I understand if that version specifically would be more work!
  18. I will start this by saying that I am not sure how hard to code this would be and it is just something I've thought of because of trying to replace a lot of water within my phase, feel free to ignore if it is too hard but: A way to shift the water textures similar to the way we shift regular ground textures! While water tiles are a wonderful resource, they unfortunately have to be set to a permanent or very high vis to be seen well when moving around a zone and if you have mutliple heights/areas that you are changing the water of then this can become a bit of a computer eater to have so many gobs on high vis. I thought that just replacing the water thats already there with a different texture can remove this need for some people who want water in the original spots on a map, but do not want to have to use a specific skybox or tile with multiple watertiles.
  19. • Type of Bug: Gob Groups/Gob Rotation • Description: Sometimes when spawning or moving a gob group, one or more gobs out of said group (usually ones that were rotated) will suddenly rotate at weird angles. • Evidence (Chat message/Screenshot): One wall which is its own gob group, in its normal rotation: The other wall, a separate gob group, after i attempted to move it back a little, the tile immediately rotated itself: • Steps to reproduce: Tried to move around the other gob groups i had, moved all of them at least 2-3 times, one gob group also had it's rotation randomly affected, i do not know if my other group being affected raised this ones chance of also being rotated: • Expected result: Gobjects will move without being rotated. • Observed result: Gobjects will get rotated seemingly without any cause • Reproduction rate: Happens few and far between, has happened in the past though I had thought it to be fixed for a while • Additional information: The phase i was making the blueprint in is 55347, through the Blueprint portal and straight over the wall past the flowers, I'm gonna leave the affected gobs as is for now in case any of you need to inspect them to see what's going on EDIT: This seems to have fixed itself after the crash at 6:56 est? i am keeping the bug report up regardless in case it still needs to be looked at, but the bugs cannot be seen in game now
  20. Gotcha, sorry for putting the bug up again and thank you for the reply! Completely understand not wanting to mess with it if it's just this one spell, there should be another cosmetic similar to it that we can recommend for people instead
  21. • Type of Bug: Spells and Class Specializations • Description: Since Epsi locks you into the first specialization for a class, it makes you unable to use spells & abilities offered by other specializations in that class, however anyone of any other class can use those same spells just fine. • Evidence (Chat message/Screenshot): My demon hunter using the Flame Orb spell: Daevalous's mage trying to use the same spell (notice the lack of the same kind of flaming orbs): • Steps to reproduce: Multiple people in The Builder's Society Discord tested it out on different character classes and we all found the same result, can see the messages in both the #spells-backslot and #questions channels • Expected result: That you can use any spell no matter your spec • Observed result: Spec's lock you in on classes and prevent certain spell usage • Reproduction rate: From what I can tell, 100% • Additional information: The spells we used to test were Flame Orb Spell ID: 194461, Flame Orb Spell ID: 226754, Flame Orb Spell ID: 226755, and are originally mage spells
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