# Titan Network

## Paragon Chat => General => Topic started by: Codewalker on July 08, 2015, 01:03:30 AM

Title: Paragon Chat 0.99i Beta!
Post by: Codewalker on July 08, 2015, 01:03:30 AM
I'm very pleased to announce the availability of Paragon Chat 0.99i Beta!

Download (http://www.cohtitan.com/paragonchat/ParagonChat.exe)

Save it to your Issue 24 directory (usually called CohBeta or I24) and run it from there.

Patch Notes

Version 0.99i Beta
• Global channel membership decoupled from the client's per-character settings (which it tends to lose for no apparent reason) and made account-wide. "Account" in this context means the game account you type on the COH login screen, not your XMPP account.

IMPORTANT NOTE: As there is no clean way to migrate from per-character to per-account channel membership, this means you will lose all of your global channels when upgrading to 0.99i. The good news is that since it's account wide, you only need to rejoin the channels once, and they will permanently stick now.

If you switch to characters created before joining a channel, even though you join the channel at login, they may not be in any that character's chat tabs and need to be added. The same thing happened on the live game. Saving and loading chat settings can help here.

• The chat channel settings used by the game client should be somewhat less likely to randomly disappear now.

Version 0.99h Beta
• Added code to trick the client into thinking that it's in task force mode so that it doesn't automatically log players out when they are AFK.

• A nonzero helper status is now sent to prevent the annoying popup window when logging in.

• Characters are now checkpointed to persistent storage upon zoning, updating their bio, or modifying a costume in the tailor. This helps prevent rollbacks in the event of a program crash.

• Nonzero inventory sizes are now sent (1 recipe, 1 invention salvage, 10 enhancements) in order to prevent the tabs from being permanently red.

• Technology Preview:

• Added fake power Ninja Run.

• Added fake power Super Jump.

Known Issue: Paragon Chat does not have a real powers system, but only hardcoded approximations. It currently does not support having more than one active power, so it is not possible to run both Super Jump and Super Speed at the same time. This is planned to be addressed in future updates.

• Added initial implementation of jumping movement mode to the XMPP protocol, used by the two above power simulations.

IMPORTANT NOTE: The jumping physics synchronization is only a rough preview. It is likely to appear somewhat glitchy to other players, especially if you release the jump key before reaching maximum jump height. However, it's still an improvement.

Version 0.99g Beta
• Fast track patch for a critical issue in the HTTPS file download code that was preventing successful updates.

Version 0.99f Beta
• Fix a minor bug that no one would have ever noticed, but would bother me to leave unfixed.

Version 0.99e Beta
• The auto-update feature now uses https (TLS encrypted) connections. This is not a security change, as the updates were already signed with strong cryptography, but rather an attempt to prevent some broken transparent proxies from interfering with the auto-updater.

• Presence subscription handling is now much more robust. This should resolve some of the odd issues with sending global friend invites while people are offline.

• The ignore list UI now works after zoning. Previously, the ignore functionality itself would continue to work, but the list would appear empty when viewed in the friends window after changing zones.

• In-game time of day, as well as other time-sensitive events now use the XMPP server time so that they are synchronized even if the local clock is wrong. For this to work on third-party servers, an XMPP server that supports XEP-0202 (http://www.xmpp.org/extensions/xep-0202.html) is required.

• The filter to change afk to tpg in compound keybinds is now more careful to only change actual commands rather than text in the middle of a word.

• Winter is coming.

Version 0.99d Beta
• Text overrides put in place so that the game login screen reads "Local Account". This should maybe hopefully reduce confusion about what exactly this field is for and where the characters are stored. Okay, probably not, but worth a try.

• Local account names (used to distinguish character lists) are now case-insensitive. If you have previously created multiple accounts differing only by capital letters, they will be merged together.

• Reverted the change to unlock the crab backpack, disabling it for now. As the VEAT costume does not have a "None" backpack option, if it is unlocked, it cannot be unselected and you are forced to use the crab backpack. Existing costumes with the backpack will continue to work, but it will not be selectable during character creation or at the tailor until a solution can be found.

• Option added to always show global names above character avatars, in addition to character names. This is off by default and can be enabled in the options menu, under the Miscellaneous section near the bottom of the first tab.

• Fixed a bug that could result in a handle reference leak in certain circumstances, ultimately resulting in phantom characters persisting after logging off and back on.

• New command: /afk. Sets yourself as AFK, with an optional message. This is fully integrated with XMPP presence and you will appear as Away to people running an XMPP client. As XMPP presence updates are rather heavyweight, using this in rapid succession is highly discouraged, and there is a rate limiter in place to prevent it from being used too often. If you are looking for something to use in a keybind to show people you are typing, you want:

• New command: /typing. Causes an AFK-style bubble to appear over your head, with the intent that you are using it as a typing notification. As with /afk, it accepts an optional text message up to 48 characters long. This only appears to people near you and does not affect your AFK status as far as friends in other zones or on XMPP are concerned. It has no rate limit and does not trigger AFK auto-replies.

Note: If you create a keybind that contains "" and "afk" in it, the "afk" will be replaced by "tpg", which is a short alias of /typing. This is to help migrate legacy keybinds imported from saved files. • The global friends list now shows the away status of friends, both those using Paragon Chat's /afk command as well as XMPP presence. Version 0.99c Beta • The /mapmenu command has been revamped. Instead of using the full-screen debug menu, a pop-up dialog similar to the trams is now used. Additionally, the zones are broken up into categories to make navigation easier. IMPORTANT NOTE! If you find that all of the zones are being grouped under the 'Other' category, you may have a custom zone.cfg file installed that overrides the default zones. To restore the correct behavior if this happens, you will need to delete %APPDATA%\Paragon Chat\Config\zone.cfg • If you are making a keybind, you can jump directly to a category page by specifying its name with the command. i.e. /mapmenu Rogue Isles will take you directly to the list of villain zones. • As the debug menu is no longer needed, the fake accesslevel has also been removed. This will prevent the occasional odd pop-up messages. It also disables use of the drop-down console, but that console does not offer anything that can't be done from the chat window, it's just an alternate interface. • It is now possible to change alignment without having to delete and re-create the character, useful if you accidentally pick the wrong one during character creation. • Minor changes to a couple NPCs. Version 0.99b Beta • The trains are one again running on time, at least inside the station. They won't be stuck in a loop and should be synchronized between clients if your computer clock is accurate. • Trams, Ferries, Black Helicopters, Vanguard Teleports, and a bunch of other menu-based travel options now work. The destination lists were manually entered based on information from Paragon Wiki, so hopefully they're reasonably accurate. • Seamless zoning in Praetoria will now send you to the right spot. It should no longer drop you under the bridge or out of the map completely. • Basic functionality of the waypoint system is now working. It does not guide you through doors, but just points directly at whatever you have selected on the map. • Door easter eggs revamped and now work differently. Some are easier to find, some are harder to find. There are a number of new ones. Mutually exclusive messages that don't make sense together no longer appear at the same door. Monorail easter eggs removed now that those are working normally, but another entire category fleshed out substantially. Version 0.99a Beta • Doors now animate when entering and exiting. This should also fix many of the issues of getting stuck when exiting certain doors, such as the VIP Tiki Room in Pocket D. Version 0.99 Beta • Power icons will now show up for freshly created characters without requiring them to log out and back in first. • Technology Preview: • Added simulated Fly power to test protocol extension for alternate movement types. Version 0.98f Beta • Technology Preview: • Added simulated Super Speed power to test synchronization of power effects. • Known issue: Super Speed is not customizable no matter what the tailor claims. Power customization is not yet implemented in either the tailor or on the power itself. Version 0.98e Beta • Added a fix to prevent the client from resetting the active chat channel to the most recently added global channel when zoning. • Leaving a global channel will force it to be cleared out of the saved client settings when logging off, to prevent it from being rejoined at next login. Important note: This is only a temporary workaround. In the future it is planned to migrate channel membership serverside so that it is account-wide and tied to a given XMPP account, to more closely imitate the behavior of global channels in traditional COH. • Fixed an issue with the order of rotations being applied incorrectly on incoming messages when pitch is nonzero. • Technology Preview: • Added simulated Walk and Sprint powers to test alternate movement modes and power tray interaction. Please give these a workout to make sure that the tech works properly. • Known issue: The power trays are hardcoded for testing. Changes to their order do not persist across zoning or logging out. Version 0.98d Beta • Fix bug causing a sporadic crash during loading. Version 0.98c Beta • Fix Windows XP compatibility. IMPORTANT NOTE: If you are encountering the issue of failing to locate your COH installation on Windows XP, you may have to manually redownload ParagonChat.exe and overwrite your existing file with it. • Eliminate flickering of text on progress bar, and make it easier to read on themes using a dark background color. Version 0.98b Beta • Fix a bug that could cause a crash if a malformed JID was added to your roster by a third party client. • Optimization and performance improvements. • Change auto-update mechanism to install new Paragon Chat binaries inside its AppData directory, avoiding UAC issues as well as conflicts with third-party updaters. • Truncate overly long broadcast/local chat messages instead of exiting on an assertion failure. • Fix issue where adding someone to your ignore list while also logged in via a third-party XMPP client could cause the list to not be loaded in future sessions. • Improvements to positioning code to prevent other players from sometimes appearing to slide halfway across the map when first zoning in. • New slash command /whoall shows a list of all players in the same zone. It also displays diagnostic information indicating if someone is invisible to you, and why. Version 0.98a Beta • Fix an issue that can result in a rare crash of Paragon Chat immediately after login. It could be triggered if users of certain third-party XMPP clients are on your roster (global friends list) and their last action on the account was to go offline using that client while you were also offline. • Notify the player via an error message in the chat window if their costume does not pass validation and is causing them to be invisible to other players. This only happens in the case of manual database edits, for things like changing the scale to be too large or small. There is no change to the validation behavior; this is just a notification so you know that it's affecting you. • Unlock a few missed costume parts: Wisps Aura, Resistance hair, Praetorian Clockwork pieces, Sport set. • Unlock Crab Spider backpacks so they can be used in the tailor. • Note: The download link above has not been updated to 0.98a; it is still 0.98. This is partly to test the auto-update mechanism. Version 0.98 Beta • Paragon Chat is now able to check for newer versions of itself on startup. It has 4 settings for this option: Never check Notify when a new version is available Automatically install minor upgrades Automatically install all upgrades The UI for this is still a work in progress, but it is functional. • The Launch button is now the default button and will activate when pressing Enter in the login form. • A workaround has been added to attempt to address the issues encountered by users who have Unicode characters in their user profile path. • Separating multiple commands with should now work correctly.

• Basic chat variable expansion has been implemented and several of the more common variables have been added, such as $name,$archetype, $origin,$battlecry, and \$target.

• Keybinds and window layout are now saved to the database and persisted between sessions. Tray contents are not yet implemented.

• A /roll command for rolling dice has been added. By itself, it will roll a 20-sided die. The results of the die roll are shown to players in local chat range. It takes parameters in several different forms:

/roll 100
Roll a 100-sided die
/roll 3d6
Roll 3 6-sided dice and add them together
/roll @global 2x12
Roll 2 12-sided dice and send the results only to the player @global (not to others in local range)
/roll 4 8
Roll 4 8-sided dice
/roll
Roll a 20-sided die

The maximum number of sides of a die that can be used are 100,000. The maximum number of dice that can be rolled at once is 100. Keep in mind that large dice pools have a higher probability of rolling totals in the middle of the possible range, approximating a bell curve distribution. For multi-die rolls, the individual results can be seen by the player who issued the /roll command in the Combat To-hit roll channel.

As Paragon Chat is a cooperative program it is impossible to guarantee that rolls have not been tampered with, so it should not be used for anything serious that the honor system is not sufficient for.

• The local chat radius in Pocket D has been reduced to 50 feet.

• The /getglobalname and /getglobalsilent commands have been added. This should make player notes more or less functional. Be aware that player notes were not designed for non-unique character names and may run into issues with them.

• An -offline command-line parameter has been added. Running Paragon Chat with this parameter disables all network access requirements and allows you to log in without an Internet connection in order to manage characters, edit costumes, etc.

When running with -offline, the XMPP login form is disabled. Many functions are not available without an XMPP connection. A connection can still be set up manually once loaded into a zone with the various /xmpp advanced commands if desired (see the Slash Command thread for more information).

• The progress bar now provides some text feedback about the task in progress.

• The main window can now be closed while Paragon Chat is still loading.

Version 0.97f Beta
• New config file "string.cfg" includes missing P-Strings for many NPC names. This allows them to spawn in the map, and you can override the names (locally) by editing this file.

• Will strongly warn if you try to close Paragon Chat while the City of Heroes client is running. Fixes "Cannot Connect to DBserver" for those who were closing Paragon Chat as soon as the game opened.

Version 0.97e Beta
• Fixed yet another cause for the invisible player bug, this one having to do with floating point rounding errors causing inconsistent encoding of face scale sliders at certain border numbers.

Version 0.97d Beta
• Costume parts with a texture and a mask should once again be selectable.

• Correct product codes are sent to the client to make the tutorial optional.

• Powersets that were formerly purchasable should once again be selectable during character creation.

• Version number added to the main Paragon Chat window as it was being cut off of the title bar on Windows 8 and with certain font sizes.

• The Paragon Chat logo should now be visible on computers running Windows XP.

• The version of Paragon Chat that someone is running can now be seen in the player information window.

• Two new easter egg NPCs added. One is obvious. The other is not.

• Re-instated presence optimization that had been reverted due to invisibility bug.

Version 0.97c Beta
• Fixed yet another completely different cause for the invisible player bug, this one not related to costumes at all and would also interfere in reception of local chat.

Version 0.97b Beta
• Revert "The zone that your character is in is now correctly only sent to global friends". It was causing characters to randomly not appear after zoning.

Version 0.97a Beta
• Fixed the capitalization fix to actually work.

Version 0.97 Beta
• Fixed another possible cause of the invisibility bug.

• New command: /mapmenu opens a menu listing all zones defined in zone.cfg for easy travel.

• Changed the accesslevel reported to the client from 0 to 1. This allows access to the console as well as the /url slash command in order to use the in-game browser. Be advised that the in-game browser is quite old and likely has security holes; use it for trusted sites only.

• Added many more emotes that were previously badged-locked or part of purchasable packs. These will still show up as locked in the menu, but can be used by typing their name.

• Fixed super tailors / cosmetic surgeons to allow gender changes.

• Fixed a great many costume parts to be correctly unlocked both at character creation as well as in the tailor. If you find some are still missing, please report them here (http://www.cohtitan.com/forum/index.php?topic=11113.0).

Known issue: Choosing a powerset with a custom weapon will cause all costume slots to show up as locked until you visit the tailor. Using the tailor will remove the weapon and unlock the slot. This is a harmless cosmetic issue.

• The case with which you type your login name is now used to set the preferred capitalization of your global handle. It no longer uses the username as reported by the XMPP server, which for Openfire was all lowercase.

• The zone that your character is in is now correctly only sent to global friends. It is no longer leaked to global channels in XMPP presence data.

Version 0.965 Beta
• The version number is now displayed in the title bar.

• Fixed yet another different cause of the invisible player bug.

• The Ski Chalet is now visible!

• Incoming costumes from other players are validated to ensure their scales are in range and they do not contain any FX that are not designed to be applied to a player costume and might crash your client.

• The 'Store', 'Manage Account', and 'Support' buttons in the in-game browser are no longer completely useless.

Title: Re: Paragon Chat 0.95 Beta!
Post by: Arcana on July 08, 2015, 01:47:05 AM
"You are likely to be eaten by a grue?"

I really should have synced an I24 copy to work before today.  Oh well.

https://www.youtube.com/watch?v=Sq9oR9x171w
Title: Re: Paragon Chat 0.95 Beta!
Post by: duane on July 08, 2015, 01:51:26 AM
"You are likely to be eaten by a grue?"

I really should have synced an I24 copy to work before today.  Oh well.

https://www.youtube.com/watch?v=Sq9oR9x171w

No Wishbringer for you!
Title: Re: Paragon Chat 0.95 Beta!
Post by: Codewalker on July 08, 2015, 01:52:05 AM
Hehe, don't spoil them all yet Arcana. :D
Title: Re: Paragon Chat 0.95 Beta!
Post by: DrakShade on July 08, 2015, 02:31:25 AM
Where can I download Issue 24 beta?
Title: Re: Paragon Chat 0.95 Beta!
Post by: Shidan on July 08, 2015, 02:41:18 AM
Where can I download Issue 24 beta?
You can use Tequila for that. It can also download Icon and Paragon Chat.
Title: Re: Paragon Chat 0.95 Beta!
Post by: Arcana on July 08, 2015, 02:43:21 AM
Hehe, don't spoil them all yet Arcana. :D

I'll do my best.  I guess I'll start looking at seeing how far I can push the PC system in terms of combat.

(https://images.weserv.nl/?url=static.fjcdn.com%2Fpictures%2FNat_a2e1a6_5314012.jpg)

My guess is probably not all that far yet.
Title: Re: Paragon Chat 0.95 Beta!
Post by: clpowell4278 on July 08, 2015, 02:48:10 AM
THANK YOU THANK YOU THANK YOU!!!  I AM GOING CRAZY RIGHT NOW!!!
Title: Re: Paragon Chat 0.95 Beta!
Post by: Noyjitat on July 08, 2015, 03:01:29 AM
Don't know if it's worth noting.... but I did run into a problem in the costume creator where I have to buy certain capes in order to enter the game world. (or remove them)

It didn't like standard capes or my dvd edition cape I believe. I had the high collar + dvd edition cape but once I change it, the store cart disappeared.

Add a bug reports section for us if you dare!
Title: Re: Paragon Chat 0.95 Beta!
Post by: Timelord Tom on July 08, 2015, 03:08:48 AM
(https://scontent-ord1-1.xx.fbcdn.net/hphotos-xpt1/t31.0-8/11709752_10206942013658640_1647527068754321222_o.jpg)
Title: Re: Paragon Chat 0.95 Beta!
Post by: SeaLily on July 08, 2015, 03:12:11 AM
Don't know if it's worth noting.... but I did run into a problem in the costume creator where I have to buy certain capes in order to enter the game world. (or remove them)

It didn't like standard capes or my dvd edition cape I believe. I had the high collar + dvd edition cape but once I change it, the store cart disappeared.

Add a bug reports section for us if you dare!

Some stuff is locked away behind weird things they have to work around, they're aware of this issue I believe.  Fixes are coming.
Title: Re: Paragon Chat 0.95 Beta!
Post by: JadeFalcon on July 08, 2015, 03:21:55 AM
It doesn't work for me. I saved ParagonChat.exe to my I24 folder, ran it and logged in using the login listed on the account manage page, but after logging in to the client and clicking the Agree button, I see a server address of 127.0.0.2. Selecting that just pops up a Can't connect to DB message after a minute or so.

I'm using the same I24 client I've had installed since 2012. I also have icon 1.71 and that works fine.

Tried several times with the same result. Can anyone tell me what I'm doing wrong?
Title: Re: Paragon Chat 0.95 Beta!
Post by: Leandro on July 08, 2015, 03:22:40 AM
Firewall settings, JadeFalcon. Make SURE paragonchat.exe is whitelisted in your firewall.
Title: Re: Paragon Chat 0.95 Beta!
Post by: Lycantropus on July 08, 2015, 03:28:33 AM
Was amazing to get to run around (literally, running LOL) with other people in Paragon once again!!

Thanks so much for the opportunity! It'll be fun getting to know everyone again  ;D

Emotes work! I'm going to have to figure out rules for play using them...

*gets to work on that*

Lyc~
Title: Re: Paragon Chat 0.95 Beta!
Post by: JadeFalcon on July 08, 2015, 03:32:40 AM
Firewall settings, JadeFalcon. Make SURE paragonchat.exe is whitelisted in your firewall.

Yep, I got the firewall popup the first time I ran Paragon Chat and selected the Unblock option.

I just checked the firewall anyway to make sure and it is listed with a check in the box.

Thanks for trying to help though. :)

Any other ideas?
Title: Re: Paragon Chat 0.95 Beta!
Post by: Leandro on July 08, 2015, 03:36:16 AM
Try opening the Options and add -localhost in the extra command line parameters textbox. That will cause it to use 127.0.0.1 instead of .2 and might help.
Title: Re: Paragon Chat 0.95 Beta!
Post by: tripthicket on July 08, 2015, 03:37:26 AM
I put ParagonChat.exe in my Tequila folder, where cityofheroes.exe is located. Having gotten into Icon using Tequila before, I assumed this is where my Issue 24 files are. Now, when I launch Tequila, I don't get the choice of either Icon or Chat. but the following error message:

Manifest download error for http://dl.dropboxusercontent.com/u/37952257/Tequila/titanicon.xml
The remote server returned an error: (429) Bandwidth Error.

The server too busy, or is it a PEBKAC error?
Title: Re: Paragon Chat 0.95 Beta!
Post by: Leandro on July 08, 2015, 03:39:29 AM
Dropbox died under load. There are instructions for a fix in the Tequila thread, first  post, in red.
Title: Re: Paragon Chat 0.95 Beta!
Post by: healix on July 08, 2015, 03:41:02 AM
OMG...I couldn't stop crying when I got to Atlas. What an amazing feeling to be back home! There are no words.....I was able to chat with old friends from long ago. THANK you Leandro, Codewalker and all of the people who made this happen!

(https://i.imgur.com/x1nu3Jal.png)

(https://i.imgur.com/8hL2pyK.jpg)
Title: Re: Paragon Chat 0.95 Beta!
Post by: JadeFalcon on July 08, 2015, 04:05:08 AM
Try opening the Options and add -localhost in the extra command line parameters textbox. That will cause it to use 127.0.0.1 instead of .2 and might help.

Hmm, I can't find any Options to add -localhost in Windows XP Firewall. There's just Add Program, Add Port, Edit and Delete. The Edit option doesn't allow any text to be added.

Based on what you suggested, I also tried adding this to the hosts file:

127.0.0.1 127.0.0.2
127.0.0.2 localhost

But that didn't help either.
Title: Re: Paragon Chat 0.95 Beta!
Post by: Aggelakis on July 08, 2015, 04:06:10 AM
No, in Tequila.
Title: Re: Paragon Chat 0.95 Beta!
Post by: Thezanman on July 08, 2015, 04:13:47 AM
I'm getting a problem where I click on launch city of heroes and the loading bar shows up but doesn't ever launch the game.
Title: Re: Paragon Chat 0.95 Beta!
Post by: tripthicket on July 08, 2015, 04:18:44 AM
Dropbox died under load. There are instructions for a fix in the Tequila thread, first  post, in red.

Thanks! In and running around! Next step: remember how to move around! (new and different type of mouse)
Title: Re: Paragon Chat 0.95 Beta!
Post by: downix on July 08, 2015, 04:23:38 AM
it never loads for me. It downloaded the manifest fine, has the PC click bit, but then... nothing

Running on Island Rum.
Title: Re: Paragon Chat 0.95 Beta!
Post by: JadeFalcon on July 08, 2015, 04:29:34 AM
No, in Tequila.

Oh, I don't have that but I just added -localhost to a ParagonChat.exe shortcut and that worked.

Thanks! :)
Title: Re: Paragon Chat 0.95 Beta!
Post by: Aggelakis on July 08, 2015, 04:29:43 AM
Buncha people with Island Rum problems. Manga has an Island Rum thread in General.
Title: Re: Paragon Chat 0.95 Beta!
Post by: Wyrm on July 08, 2015, 04:58:17 AM
I'm in Atlas, standing on the steps, watching chat scroll by with tears in my eyes.

Thank you.
Title: Re: Paragon Chat 0.95 Beta!
Post by: downix on July 08, 2015, 05:28:36 AM
ok, followed Manga's instructions, and got it running, but now it hangs at the 127.0.0.1 bit, even with the -localhost flag added
Title: Re: Paragon Chat 0.95 Beta!
Post by: Greyhawk on July 08, 2015, 06:21:53 AM
Thank-you for doing the hard work to make this happen.  Being back in Paragon City and surrounded by others is a wonderful feeling.  It's truly magical.

I tried to take several screenshots today but apparently none of them were saved.  I don't know if this is a bug or something that hasn't been added yet, but I thought it might be worth mentioning.

Title: Re: Paragon Chat 0.95 Beta!
Post by: Decoy on July 08, 2015, 06:43:49 AM
Thank you Codewalker and friends.  That was fantastic.
Title: Re: Paragon Chat 0.95 Beta!
Post by: LegionAlpha on July 08, 2015, 06:44:36 AM
I wiped my computer, all my old files are deleted. Am I out of luck?
Title: Re: Paragon Chat 0.95 Beta!
Post by: FloatingFatMan on July 08, 2015, 06:53:20 AM
I wiped my computer, all my old files are deleted. Am I out of luck?

2 minutes reading the forum would answer: No.
Title: Re: Paragon Chat 0.95 Beta!
Post by: Arcana on July 08, 2015, 07:03:54 AM
I wiped my computer, all my old files are deleted. Am I out of luck?

It is still possible to get a copy of the I24 client.  Use the Tequila software or Island Rum software depending on whether you run a Windows or Mac system.  Tequila over here: http://www.cohtitan.com/forum/index.php/topic,9531.0.html.  Island Rum over there: http://www.cohtitan.com/forum/index.php/topic,9502.0.html.  Instructions in those threads.

Because load and activity is pretty high right now, its possible it may be very difficult or slow to fetch an entire copy of the I24 client from scratch (its a little more than 5GB).  So you might be out of luck in the sense that you did not have the opportunity to fetch files before the mad scramble.  But things should settle down within a few days or so.  I have no idea what download speeds are like now.
Title: Re: Paragon Chat 0.95 Beta!
Post by: LegionAlpha on July 08, 2015, 07:04:37 AM
You can use Tequila for that. It can also download Icon and Paragon Chat.

Where is tequila? Besides in my fridge.
Title: Re: Paragon Chat 0.95 Beta!
Post by: Voltixdark on July 08, 2015, 07:35:20 AM
Hi guys, Having a few issues tonight. I am not sure if it is the server. I was able to log into the game a few hours ago and had a blast. Regarding the Tequila issue, I have done the required repairs to get the program to download a new manifest from the source given. Clicked OK and through the process of something being downloaded; the program stopped responding O_o

Now for the Paragon Chat which was working a few hours ago gave me this error when trying to start it:

"Paragon Chat was unable to start!",  "Failed to initialize the database. Your ParaginChat.db file may be corrupt".

Let me also mention that while I first started the program I had a few costumes saved in the Coh24 beta costumes folder. I pulled up and recreated all 24 of my costumes onto Paragon Chat's character slots. I logged in had a blast for a about an hour or 2. After that I decided to log out to the character select screen; tried to pull up another of my heroes, tells me name is taken, I thought okay. So i tried another unique name of my other creations; It tells me the same thing! So I figured I had to log out. I did so back to the log in screen. then I re logged, clicked on the server got in then guess what... I had lost all the characters I recreated :(

I am going to wait until CodeWalker can finish and polish the game up. That put me out for a good bit. Looking forward to a solution soon!
Title: Re: Paragon Chat 0.95 Beta!
Post by: Arcana on July 08, 2015, 08:12:38 AM
"Paragon Chat was unable to start!",  "Failed to initialize the database. Your ParaginChat.db file may be corrupt".

Check to make sure Paragon Chat itself isn't still running in the background.  While I was using PC and doing a bunch of experimentation, I was stopping and restarting Paragon Chat.  At one point, I stopped it but failed to notice it shut down the City of Heroes game client itself, but kept Paragon Chat still running.  When it got hidden behind another window I didn't notice it was still there and tried to start it again.  If a copy is already running, it will lock the sqlite databases it relies on, and the second copy won't be able to run.

I'm embarrassed to say this took longer to figure out the first time it happened to me than it really ought to have.  In my defense, I'm ... experimenting, and I have several dozen windows open at the moment *just* devoted to Paragon Chat.
Title: Re: Paragon Chat 0.95 Beta!
Post by: Voltixdark on July 08, 2015, 08:44:38 AM
Check to make sure Paragon Chat itself isn't still running in the background.  While I was using PC and doing a bunch of experimentation, I was stopping and restarting Paragon Chat.  At one point, I stopped it but failed to notice it shut down the City of Heroes game client itself, but kept Paragon Chat still running.  When it got hidden behind another window I didn't notice it was still there and tried to start it again.  If a copy is already running, it will lock the sqlite databases it relies on, and the second copy won't be able to run.

I'm embarrassed to say this took longer to figure out the first time it happened to me than it really ought to have.  In my defense, I'm ... experimenting, and I have several dozen windows open at the moment *just* devoted to Paragon Chat.

Arcana,

You hit the nail on the head! I just noticed the paragon chat program was still open! annnnd hidden. I just closed it and now both Tequila AND Paragon Chat is working properly :) Thanks a lot!

Though now I am going to see if my characters were saved on the server "Gulps". If not well its beta. Things like this are bound to happen.

Edit: Well the characters are gone for good, but no biggie. Just curious what happened. I think maybe it was a server mishaps. I think earlier when i first log in, I mapserved and had to log out and re log in again. I'm sure due to the server rush.
Title: Re: Paragon Chat 0.95 Beta!
Post by: Arcana on July 08, 2015, 09:27:16 AM
Edit: Well the characters are gone for good, but no biggie. Just curious what happened. I think maybe it was a server mishaps. I think earlier when i first log in, I mapserved and had to log out and re log in again. I'm sure due to the server rush.

Make sure you are logging into the City of Heroes client with *exactly* the same account name you used the first time.  Under Paragon Chat, the client will take *any* name as valid, but the list of characters will be different for every name.  Theoretically speaking, you have an infinite number of character slots, organized by however many names you can remember.

Edit: two additional notes.  Account name is case sensitive: Paragon Chat brings up a different set of characters when I log in as "Arcana" and "arcana".  Also, Paragon Chat may throw one more curveball at you: at one point, when I closed and reopened Paragon Chat, the default Account name that was in the box was *not* the one I had used to log into Paragon Chat, it was my City of Heroes login name, as in the name I used to log into the real game when it was alive.  Its probably stored in a reg key somewhere, and somehow it popped up.  At first, I just filled in gibberish into the password blank (which Paragon Chat ignores, so you can put anything except blank) and noticed my character was gone.  Took a while to figure out it wasn't logging in with the same name I first used to configure Paragon Chat.

Long story short: remember what name you use to log into the game client - i.e the Account Name blank under the City of Heroes Freedom logo in the actual game client, not the Paragon Chat XMPP login.  If you forget, you'll have to extract it from the sqlite database.  If you accidentally type something different, you won't get your old characters: Paragon Chat will assume you are a different player, with different character slots.
Title: Re: Paragon Chat 0.95 Beta!
Post by: Voltixdark on July 08, 2015, 10:10:43 AM
Make sure you are logging into the City of Heroes client with *exactly* the same account name you used the first time.  Under Paragon Chat, the client will take *any* name as valid, but the list of characters will be different for every name.  Theoretically speaking, you have an infinite number of character slots, organized by however many names you can remember.

Edit: two additional notes.  Account name is case sensitive: Paragon Chat brings up a different set of characters when I log in as "Arcana" and "arcana".  Also, Paragon Chat may throw one more curveball at you: at one point, when I closed and reopened Paragon Chat, the default Account name that was in the box was *not* the one I had used to log into Paragon Chat, it was my City of Heroes login name, as in the name I used to log into the real game when it was alive.  Its probably stored in a reg key somewhere, and somehow it popped up.  At first, I just filled in gibberish into the password blank (which Paragon Chat ignores, so you can put anything except blank) and noticed my character was gone.  Took a while to figure out it wasn't logging in with the same name I first used to configure Paragon Chat.

Long story short: remember what name you use to log into the game client - i.e the Account Name blank under the City of Heroes Freedom logo in the actual game client, not the Paragon Chat XMPP login.  If you forget, you'll have to extract it from the sqlite database.  If you accidentally type something different, you won't get your old characters: Paragon Chat will assume you are a different player, with different character slots.

Understood!

Though I must say I don't touch the username as I leave the "save username" box ticked. I was not aware that any password was applicable to the game. (Was using case sensitive password) :\
Title: Re: Paragon Chat 0.95 Beta!
Post by: DragonLord on July 08, 2015, 11:22:07 AM
got this error running tequila that I have downloaded

Manifest download error for http://dl.dropboxusercontent.com/u/37952257/Tequila/titanicon.xml
The remote server returned an error: (429) Bandwidth Error.
Title: Re: Paragon Chat 0.95 Beta!
Post by: FloatingFatMan on July 08, 2015, 11:37:12 AM
Nice work CW & team, it was great to pop online this morning for a quick test!

1 problem which I've not seen reported but was being talked about plenty, there seemed to be a "presence" issue. ie: I was in PocketD and there were several people chatting that said they were in the blue bar, but I could not see them at all. Some could see me, some could not, some could see some but not all others etc.  It could only be fixed by a disconnect/reconnect.

I presume this is a known issue?
Title: Re: Paragon Chat 0.95 Beta!
Post by: Vr2Lrose on July 08, 2015, 12:04:47 PM
Yes, The invisability bug here is what you can do

What seems to work best is run away from all people
then completely log out and back in.
people who logged out to near the group by the bar seemed to remain invis.
then when back run around a bit it may take a few to appear
people in motion seemed to appear faster.

Other things people who were still invis after logging tried was changing costumes
making sure they had no illegal parts on said costume. (of course this could have dimply been from moving around)

by the time we were done we had 8 visable people by the bar. though there was a few instances where one or 2 that could see them before stopped being able to see them.

Title: Q
Post by: FloatingFatMan on July 08, 2015, 01:06:45 PM
^ Quite a lot of rigamarole...

/xmppdisconnect

followed by

/xmppconnect

should do the job fine.
Title: Re: Paragon Chat 0.95 Beta!
Post by: Codewalker on July 08, 2015, 01:17:54 PM
It's the same issue with the hash of the costume received not matching the hash of the costume that is advertised in the presence for whatever reason. I've fixed it twice before during development, but it's rearing its ugly head again. Last time it was the alpha channel (which is unused) for the costume colors being randomly changed by the game client after login.

Since it's tied to the costume, simply disconnecting and reconnecting won't be especially effective. Changing costumes to a different one is your best bet until I can get it nailed down.
Title: Re: Paragon Chat 0.95 Beta!
Post by: Nyghtshade on July 08, 2015, 03:10:06 PM
I've said it before, I'll say it again, HUGE thanks to CW and his dedicated team for bringing Paragon City back to us.  It was so unbelievably heartwarming to stand again under the Atlas statue and gather in Pocket D with DJ Shecky, Cape Radio, and with so many other players, all rejoicing in finally being home again in Paragon City.  Dreams really do come true, and my hat is off to all of you for making this possible.
Title: Re: Paragon Chat 0.95 Beta!
Post by: ukaserex on July 08, 2015, 03:21:37 PM
Before I forget my manners- what few of them I have - I'd like to thank everyone who had a hand or even a pinky in getting things going.
Title: Re: Paragon Chat 0.95 Beta!
Post by: Artillerie on July 08, 2015, 07:12:24 PM
So great to log into this and see other people chatting and running about. Must have involved so much hard work! Thank you to all involved in this project, you all rock :D
Title: Re: Paragon Chat 0.95 Beta!
Post by: Eoraptor on July 08, 2015, 07:21:13 PM
It's the same issue with the hash of the costume received not matching the hash of the costume that is advertised in the presence for whatever reason. I've fixed it twice before during development, but it's rearing its ugly head again. Last time it was the alpha channel (which is unused) for the costume colors being randomly changed by the game client after login.

Since it's tied to the costume, simply disconnecting and reconnecting won't be especially effective. Changing costumes to a different one is your best bet until I can get it nailed down.
if it's in the alpha, is it possible that costumes with transparent portions such as the vanguard weapons and the clockwork bodyparts may be contributing?  just a thought

Also, a thought I had, wuld it be possible to change the Helper/need help" flags to "RPer/Not RPer"?
Title: Re: Paragon Chat 0.95 Beta!
Post by: The Fifth Horseman on July 08, 2015, 07:44:16 PM
"Failed to initialize the database. Your ParagonChat.db file may be corrupt".  :(

This is on my desktop, system, which is currently running 64-bit Win 7 Professional. Starting Paragon Chat with administrator privileges does not affect the issue.
Title: Re: Paragon Chat 0.96 Beta!
Post by: Codewalker on July 08, 2015, 08:24:02 PM
The original post has been updated (http://www.cohtitan.com/forum/index.php/topic,11060.msg186295.html#msg186295) with a link to 0.96 beta.

Download Link (http://www.cohtitan.com/paragonchat/096beta/ParagonChat.exe)

The only change in this version is that hopefully the invisible player bug is fixed. Anyone with 0.96 should be visible to all players.
Title: Re: Paragon Chat 0.95 Beta!
Post by: Janlee on July 08, 2015, 08:24:38 PM
Three things:

1. ABSOLUTELY AWESOME!

2. Is there a bug reporting thread?

3. As I can only use an on-screen keyboard now-a-days (long story), I can't enter my password at i24 login screen. I click there, see the flashing '|', but it goes away when I start typing. Win8.1 64-bit 16GB RAM NVIDIA GTX970
Title: Re: Paragon Chat 0.95 Beta!
Post by: Arcana on July 08, 2015, 09:17:31 PM
Three things:

1. ABSOLUTELY AWESOME!

2. Is there a bug reporting thread?

3. As I can only use an on-screen keyboard now-a-days (long story), I can't enter my password at i24 login screen. I click there, see the flashing '|', but it goes away when I start typing. Win8.1 64-bit 16GB RAM NVIDIA GTX970

Because clicking the on screen keyboard is probably stealing focus somehow.  Try this: type anything into a notepad document like "abc", then copy that text, and then click on the password field and hit CTRL-V on the screen keyboard.  That should paste that text into the password blank.  It doesn't matter what the password is so long as there is one (the client won't let you log in with blank password as you've discovered), so it can be any silly string in the clipboard buffer.
Title: Re: Paragon Chat 0.95 Beta!
Post by: Leandro on July 08, 2015, 09:22:14 PM
"Failed to initialize the database. Your ParagonChat.db file may be corrupt".  :(

This is on my desktop, system, which is currently running 64-bit Win 7 Professional. Starting Paragon Chat with administrator privileges does not affect the issue.

Go to %APPDATA%\Paragon Chat\Database in Windows Explorer and delete all the files in there, then try again.
Title: Re: Paragon Chat 0.96 Beta!
Post by: Arcana on July 08, 2015, 09:26:28 PM
I have created a quick start guide: http://www.cohtitan.com/forum/index.php/topic,10977.msg186547.html#msg186547
and a common questions and problems guide: http://www.cohtitan.com/forum/index.php/topic,10977.msg186581.html#msg186581

both in the Paragon Chat FAQ thread.  I will try to keep them updated as new information arises.
Title: Re: Paragon Chat 0.95 Beta!
Post by: duane on July 08, 2015, 11:26:32 PM
Hehe, don't spoil them all yet Arcana. :D

Text based gaming coming soon?
Title: Re: Paragon Chat 0.95 Beta!
Post by: Arcana on July 08, 2015, 11:56:05 PM
Text based gaming coming soon?

You are in an underground sewer of twisty passages, all alike.
Title: Re: Paragon Chat 0.96 Beta!
Post by: ike on July 09, 2015, 12:25:57 AM
when are we gonna get the rest of the basegame costume parts? things like boxing gear, patrician toga, helenic sandals, victory laurel, amongst others, are unavailable

also, when will we be able to have costumes of different genders?
Title: Re: Paragon Chat 0.95 Beta!
Post by: Janlee on July 09, 2015, 12:38:08 AM
Because clicking the on screen keyboard is probably stealing focus somehow.  Try this: type anything into a notepad document like "abc", then copy that text, and then click on the password field and hit CTRL-V on the screen keyboard.  That should paste that text into the password blank.  It doesn't matter what the password is so long as there is one (the client won't let you log in with blank password as you've discovered), so it can be any silly string in the clipboard buffer.

had to "dock" the keyboard
Title: Re: Paragon Chat 0.95 Beta!
Post by: duane on July 09, 2015, 02:04:46 AM
You are in an underground sewer of twisty passages, all alike.

I will grab my analgesic and belly button lint and meet you on zork!
Title: Re: Paragon Chat 0.96 Beta!
Post by: Codewalker on July 09, 2015, 02:27:27 AM
when are we gonna get the rest of the basegame costume parts? things like boxing gear, patrician toga, helenic sandals, victory laurel, amongst others, are unavailable

None of those are base game costume parts, they all require an in-game badge unlock or vet reward.

Stuff requiring non-Paragon Market unlocks is known as not working yet and will be fixed when we figure out a way to fix it, which involves implementing some parts of the protocol that are not implemented yet. So, sometime.

Quote
also, when will we be able to have costumes of different genders?
What?
Title: Re: Paragon Chat 0.96 Beta!
Post by: StalkerHunter on July 09, 2015, 02:30:50 AM
Hey folks having trouble getting into paragon chat. I get to the login and enter my username and password and launch the program but it tells me the XMPP was unable to connect. It also says for me to make sure my XMPP login information is correct. Which it is. Any help would be appreciated.
Title: Re: Paragon Chat 0.96 Beta!
Post by: Shidan on July 09, 2015, 02:43:41 AM
also, when will we be able to have costumes of different genders?
Pretty sure that's already enabled. Just gotta go to one of the right tailors for it.
Title: Re: Paragon Chat 0.96 Beta!
Post by: Arcana on July 09, 2015, 03:17:24 AM
Hey folks having trouble getting into paragon chat. I get to the login and enter my username and password and launch the program but it tells me the XMPP was unable to connect. It also says for me to make sure my XMPP login information is correct. Which it is. Any help would be appreciated.

Did you check the Titan control panel to make sure your Titan account was working and linked to Paragon Chat?

See "I can't log into Paragon Chat" in my Common Questions and Problems (http://www.cohtitan.com/forum/index.php/topic,10977.msg186581.html#msg186581) guide, also linked in my sig.
Title: Re: Paragon Chat 0.96 Beta!
Post by: Nyghtshade on July 09, 2015, 03:42:49 AM
This is probably pretty minor, but I noticed last night that when I changed zones, many of my "options" settings would revert back to the default.  (Things like setting a key for screenshots, choosing user-name colors for the chat window, little things like that.)
Title: Re: Paragon Chat 0.96 Beta!
Post by: Eoraptor on July 09, 2015, 04:21:12 AM
This is probably pretty minor, but I noticed last night that when I changed zones, many of my "options" settings would revert back to the default.  (Things like setting a key for screenshots, choosing user-name colors for the chat window, little things like that.)
I'm getting the same thing.
Title: Re: Paragon Chat 0.96 Beta!
Post by: TobinQ on July 09, 2015, 04:31:59 AM
My apologies if this is the wrong place to post this question, but is anyone else getting stuck at the Atlas Park loading screen? I can get into the chat client, the game client, make a character, select it and....the loading bar looks like it is going to quickly fill up and then ...bam...nada. City of Heroes (Not Responding). :(
Title: Re: Paragon Chat 0.96 Beta!
Post by: Codewalker on July 09, 2015, 06:05:56 AM
The OP has been updated with 0.965 beta.

Patch Notes

Version 0.965 Beta
• The version number is now displayed in the title bar.

• Fixed yet another different cause of the invisible player bug.

• The Ski Chalet is now visible!

• Incoming costumes from other players are validated to ensure their scales are in range and they do not contain any FX that are not designed to be applied to a player costume and might crash your client.

• The 'Store', 'Manage Account', and 'Support' buttons in the in-game browser are no longer completely useless.
Title: Re: Paragon Chat 0.965 Beta!
Post by: BitLoadR on July 09, 2015, 06:11:58 AM
I'm very pleased to announce the availability of Paragon Chat 0.965 Beta!
Download (http://www.cohtitan.com/paragonchat/ParagonChat.exe)
Save it to your Issue 24 directory (usually called CohBeta or I24) and run it from there.
Patch Notes

Version 0.965 Beta
• The version number is now displayed in the title bar.
• Fixed yet another different cause of the invisible player bug.
• The Ski Chalet is now visible!
• Incoming costumes from other players are validated to ensure their scales are in range and they do not contain any FX that is not designed to be applied to a player costume and might crash your client.
• The 'Store', 'Manage Account', and 'Support' buttons in the in-game browser are no longer completely useless.

Seriously CW, do you ever take a break from coding?!
This is so awesome!

Thanks you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you x 1001011010110onezerooneonezerozerooolol101101011! zOMG!
Title: Re: Paragon Chat 0.96 Beta!
Post by: Shenku on July 09, 2015, 06:24:46 AM
• Incoming costumes from other players are validated to ensure their scales are in range and they do not contain any FX that are not designed to be applied to a player costume and might crash your client.

I take that to mean that we are no longer allowed to make 50 foot tall monstrosities or super tiny costumes anymore...? Ah well, was fun while it lasted... In moderation, it could have been good for RPing, but I guess some folks took it a wee bit too far...

(Apologies for my giant robot Cookie Thief costume.... I only used that costume a few times, and usually only for minute or two at most, I was trying to not be obnoxious about it, the Tiny costumes I wouldn't think would be much of an issue(within a certain range), but I can understand the giant ones being problematic......)
Title: Re: Paragon Chat 0.96 Beta!
Post by: Arcana on July 09, 2015, 06:43:06 AM
The OP has been updated with 0.965 beta.

Patch Notes

Version 0.965 Beta
• The version number is now displayed in the title bar.

• Fixed yet another different cause of the invisible player bug.

• The Ski Chalet is now visible!

• Incoming costumes from other players are validated to ensure their scales are in range and they do not contain any FX that are not designed to be applied to a player costume and might crash your client.

• The 'Store', 'Manage Account', and 'Support' buttons in the in-game browser are no longer completely useless.

Paragon Chat Roadmap:

Version 0.9655: Changed font of the version number
Version 0.96551: Version number field extended to allow for more than five digits
Version 0.9.6.5.5.1.2: Version number now delineated with decimal markers
Version 0.9.6.5.5.1.2.1 beta: fixed missing Beta indicator from version number
Version 0.9.6.5.5.1.2.1.9 Beta: fixed capitalization on Beta indicator, code clean up to prepare for Version 0.9.6.5.5.1.2.2.0 release
Title: Re: Paragon Chat 0.96 Beta!
Post by: Starhammer on July 09, 2015, 06:49:02 AM
I take that to mean that we are no longer allowed to make 50 foot tall monstrosities or super tiny costumes anymore...? Ah well, was fun while it lasted... In moderation, it could have been good for RPing, but I guess some folks took it a wee bit too far...

(Apologies for my giant robot Cookie Thief costume.... I only used that costume a few times, and usually only for minute or two at most, I was trying to not be obnoxious about it, the Tiny costumes I wouldn't think would be much of an issue(within a certain range), but I can understand the giant ones being problematic......)

That's a bummer. I was quite enthused to see characters larger or smaller than was previously allowed. Is this validation also going to impair costumes that have been "hacked" to use NPC-only models? I was planning to give that a try, but the gray-matter doesn't want an unnecessary learning curve if it's just gonna be invalidated :/
Title: Re: Paragon Chat 0.965 Beta!
Post by: Solitaire on July 09, 2015, 07:17:48 AM
Just wanted to ask as couldn't see if the question had been asked somewhere else, does PC automatically update or do you have download the new version?
Title: Re: Paragon Chat 0.965 Beta!
Post by: Arcana on July 09, 2015, 08:30:50 AM
Just wanted to ask as couldn't see if the question had been asked somewhere else, does PC automatically update or do you have download the new version?

Paragon Chat has no intrinsic capability of updating itself.  Tequila and Island Rum are the intended updaters for Icon and Paragon Chat.  Tequila and Island Rum can be slightly behind, as they need their manifest files updated to point to new versions and are not directly maintained by Codewalker, whereas Codewalker can release new versions of Paragon Chat every five minutes if he wants to.  At the moment, I believe Tequila is still downloading Paragon Chat 0.96.  I would expect it to be downloading 0.965 by tomorrow.
Title: Re: Paragon Chat 0.965 Beta!
Post by: Solitaire on July 09, 2015, 08:36:16 AM
Paragon Chat has no intrinsic capability of updating itself.  Tequila and Island Rum are the intended updaters for Icon and Paragon Chat.  Tequila and Island Rum can be slightly behind, as they need their manifest files updated to point to new versions and are not directly maintained by Codewalker, whereas Codewalker can release new versions of Paragon Chat every five minutes if he wants to.  At the moment, I believe Tequila is still downloading Paragon Chat 0.96.  I would expect it to be downloading 0.965 by tomorrow.

Thanks Arcana
Title: Re: Paragon Chat 0.95 Beta!
Post by: Azrael on July 09, 2015, 10:00:07 AM
Title: Re: Paragon Chat 0.96 Beta!
Post by: Codewalker on July 09, 2015, 01:15:05 PM
I take that to mean that we are no longer allowed to make 50 foot tall monstrosities or super tiny costumes anymore...? Ah well, was fun while it lasted... In moderation, it could have been good for RPing, but I guess some folks took it a wee bit too far...

Yes, there were no upper bounds on the scale, which could have been a problem if more people started pushing the limits.

Currently it's set to reject costumes outside the limits of the character creator's sliders, just because those were easy enough to find.

I'll probably relax the limits a bit so that people can make smaller than normal characters again, once I get a chance to figure out some reasonable numbers.

When we get the private moderated RP spaces, it's likely that the validation will be disabled for those areas, so you could have an alternate giant costume that works there but not in the public zones.

Is this validation also going to impair costumes that have been "hacked" to use NPC-only models?

Those are still not validated, for the moment. It could be easily added if necessary but so far there hasn't been a need to. If I do have to enable it, I'll probably do so in a way that still allows the NPC pieces selectable in Icon NPC mode, but disallows geos that aren't designed for the player rig.
Title: Re: Paragon Chat 0.96 Beta!
Post by: Codewalker on July 09, 2015, 01:22:37 PM
Version 0.9655: Changed font of the version number

The primary reason that this was 0.965 instead of 0.97 is that there was one other problem I was working on that I couldn't find a fix for, but didn't want to delay the other fixes longer.

That problem is the odd disparity where some costume pieces show up in the character creator, but don't show up in the in-game tailor. The Tier 9 VIP items like the Mecha pieces are the most obvious example. I'm not sure what's causing it, as other SKU-locked items continue to work fine.
Title: Re: Paragon Chat 0.95 Beta!
Post by: Codewalker on July 09, 2015, 01:24:56 PM
If one day, this goes open source (not anytime soon, sure...) after the key pillars are brought back to life.  This could outstrip the original game's subscriber base and development.  The hints about LUA(?) scripting...and sheer force of numbers to add eg. mission tools and modding?  Force multiplier once the full community can get their hands on this.  Running their own servers.

People can already run their own servers, see the FAQ for details.
Title: Re: Paragon Chat 0.965 Beta!
Post by: Gothenem on July 09, 2015, 02:53:06 PM
Ok, so I created a character, logged in (and silly me, accidently went to Outbreak, as I selected yes for tutorial, oops).

I did the mapmove command to go to atlas park.

Once Atlas loaded, I got a "Cannot connect to mapserver" error, and now I can't log in anymore. When I do, it times out and I get "Cannot connect to DBserver".
Title: Re: Paragon Chat 0.965 Beta!
Post by: FloatingFatMan on July 09, 2015, 02:55:03 PM
Ok, so I created a character, logged in (and silly me, accidently went to Outbreak, as I selected yes for tutorial, oops).

I did the mapmove command to go to atlas park.

Once Atlas loaded, I got a "Cannot connect to mapserver" error, and now I can't log in anymore. When I do, it times out and I get "Cannot connect to DBserver".

You're doing something wrong. You should never get asked to go to the tutorial. Your install is trying to connect to the actual CoH servers, which no longer exist... You ARE running the Paragon Chat app, and not starting CoH directly, right?
Title: Re: Paragon Chat 0.965 Beta!
Post by: Gothenem on July 09, 2015, 03:01:33 PM
Yes, I am running Paragon chat. I managed to get in to the tutorial zone (Outbreak), and ran around for a bit. I also saw the global chatters in the chat box.
Title: Re: Paragon Chat 0.965 Beta!
Post by: Codewalker on July 09, 2015, 03:03:43 PM
Ok, so I created a character, logged in (and silly me, accidently went to Outbreak, as I selected yes for tutorial, oops).

I did the mapmove command to go to atlas park.

Once Atlas loaded, I got a "Cannot connect to mapserver" error, and now I can't log in anymore. When I do, it times out and I get "Cannot connect to DBserver".

Did you close the Paragon Chat window (with the logo, login and password, and launch coh button) by any chance?

That little window is the "server", so if you close it, the client that it launched will lose connectivity.
Title: Re: Paragon Chat 0.965 Beta!
Post by: Gothenem on July 09, 2015, 03:05:42 PM
Did you close the Paragon Chat window (with the logo, login and password, and launch coh button) by any chance?

That little window is the "server", so if you close it, the client that it launched will lose connectivity.

No I did not.
Title: Re: Paragon Chat 0.965 Beta!
Post by: FloatingFatMan on July 09, 2015, 03:06:07 PM
Did you close the Paragon Chat window (with the logo, login and password, and launch coh button) by any chance?

That little window is the "server", so if you close it, the client that it launched will lose connectivity.

I'm sure you've thought of this already, but maybe it's worth considering minimizing that to the systray once CoH is launched, then pop it back up when terminated?
Title: Re: Paragon Chat 0.965 Beta!
Post by: HorseManDemon on July 09, 2015, 05:08:59 PM
You're doing something wrong. You should never get asked to go to the tutorial. Your install is trying to connect to the actual CoH servers, which no longer exist... You ARE running the Paragon Chat app, and not starting CoH directly, right?

Huh, weird. When I made my first character it asked me to do the tutorial. I clicked 'No' and it logged me into AP with the other players just fine.
Title: Re: Paragon Chat 0.965 Beta!
Post by: slickriptide on July 09, 2015, 05:13:13 PM
You're doing something wrong. You should never get asked to go to the tutorial. Your install is trying to connect to the actual CoH servers, which no longer exist... You ARE running the Paragon Chat app, and not starting CoH directly, right?

I was offered the chance to go to the tutorial. I declined it and was put in Atlas Park. Good thing, sounds like.

It sounds like @Gothenam's problem could probably be solved by clearing the SQLite database and starting fresh. He should be able to do that by going to %APPDATA%\Paragon Chat and deleting the folders under that folder. Tequila should recreate everything, though the character(s) will be gone, of course.

Title: Re: Paragon Chat 0.965 Beta!
Post by: Arcana on July 09, 2015, 05:16:05 PM
You're doing something wrong. You should never get asked to go to the tutorial. Your install is trying to connect to the actual CoH servers, which no longer exist... You ARE running the Paragon Chat app, and not starting CoH directly, right?

The first time you log into a character, it does ask if you want to run the tutorial.  It should not ask again, just like in the real game.
Title: Re: Paragon Chat 0.965 Beta!
Post by: Arcana on July 09, 2015, 05:18:46 PM
Ok, so I created a character, logged in (and silly me, accidently went to Outbreak, as I selected yes for tutorial, oops).

I did the mapmove command to go to atlas park.

Once Atlas loaded, I got a "Cannot connect to mapserver" error, and now I can't log in anymore. When I do, it times out and I get "Cannot connect to DBserver".

I would recommend clearing your database and starting over, as slickriptide suggested.  Directions on how to do that, and additional information on troubleshooting some of the more common Paragon Chat issues, are in my Common Questions and Problems post, linked in my sig and here: http://www.cohtitan.com/forum/index.php/topic,10977.msg186581.html#msg186581
Title: Re: Paragon Chat 0.95 Beta!
Post by: Arcana on July 09, 2015, 05:29:27 PM
People can already run their own servers, see the FAQ for details.

People are already running their own servers, although the only things that can connect to mine are me, and my currently invisible bots.  I only just figured out how to correctly construct and output some of Paragon Chat's meta-channel stanzas, XMPP documentation is apparently written in a mix of Vulcan and whatever do-it-yourself furniture instructions are written in (I spent all of last night figuring out that my code was accidentally converting stanza attributes into stanza subblocks, because my sample code registered subinterfaces and didn't say why you did that except "if you need subinterfaces.")

Given I'm still learning XMPP-ese, I do not want to connect bots to the live server.  I would hate to crash the zones or turn everyone into chickens because of a typo.  But at the moment, to avoid early fragmentation I would suggest non-developers stick to chatting on the live server for now, particularly as Codewalker is still ramping up the code.  Rest assured, those who want to eventually run their own private servers will be able to do so, and in fact technically proficient players can already figure out how to do so since I did.  Eventually, I'll probably write a guide.  I'm hesitant to do so at the moment, because I don't want to contribute to fragmentation.  Those with the technical skill to need one, can almost certainly replicate my work without my help.  It took me about thirty minutes to download, install, and configure enough of Openfire to be able to log into my own server and zone into Atlas Park.  Its probably missing live server doo-dads, but a developer wouldn't need those doo-dads.
Title: Re: Paragon Chat 0.96 Beta!
Post by: Shenku on July 09, 2015, 05:33:01 PM
Yes, there were no upper bounds on the scale, which could have been a problem if more people started pushing the limits.

Currently it's set to reject costumes outside the limits of the character creator's sliders, just because those were easy enough to find.

I'll probably relax the limits a bit so that people can make smaller than normal characters again, once I get a chance to figure out some reasonable numbers.

When we get the private moderated RP spaces, it's likely that the validation will be disabled for those areas, so you could have an alternate giant costume that works there but not in the public zones.

Sounds like a reasonable enough comprimise. As far as the "reasonable" numbers, I think I agree with the guy who made "Long John", anything below -70 or above 150 starts getting a little out of hand.

Cookie Thief was set to -77 for the tiny costumes before things started getting wonky(I think somewhere around -100 the model inverts and flips through the ground), which might be a touch too small(I was about knee high to most standard sized characters), but only slightly, where as when I tested the numbers above like 400 or so, I started having camera issues where I can barely see who I'm standing around because the camera height auto adjusts to the player's scale.

The problem gets progressively worse the higher you go too. 1000 and 2000 were two other sizes I tried(was attempting to see if I could get "Atlas statue" size, but stopped when I realized how ridiculous it was getting...), and between being able to see well OVER the trees in Perez Park, and being completely incapable of easily seeing what's by my own feet. Plus emotes like Alakazam that spawn objects based on the character's scale (or boombox which is another one...), I felt that it could easily be used to "grief" if the wrong people found out about it... I made the mistake of trying both Boombox and Alakazam React under Atlas with the 2000.0 scale costume, realized very quickly that it was a very bad idea and couldn't abort the animations fast enough...

So anyway, that's my vote, -70 to 150 should suffice if you can somehow clamp the values to that.
Title: Re: Paragon Chat 0.95 Beta!
Post by: Codewalker on July 09, 2015, 05:50:05 PM
Its probably missing live server doo-dads, but a developer wouldn't need those doo-dads.

Probably not; we really didn't do much configuration for Openfire except link it to our authentication system and set a few defaults such as the room user limit. I pre-created all of the zone rooms just to make sure random people didn't end up with ownership rights over them, but PC will happily create them on demand if they don't exist.
Title: Re: Paragon Chat 0.95 Beta!
Post by: Arcana on July 09, 2015, 06:04:21 PM
Probably not; we really didn't do much configuration for Openfire except link it to our authentication system and set a few defaults such as the room user limit. I pre-created all of the zone rooms just to make sure random people didn't end up with ownership rights over them, but PC will happily create them on demand if they don't exist.

That was very helpful.  But yeah, I was mostly talking about configuration operations that a one-user server could not possibly need, but a live server might need to function properly in the long run.  Also, I'm trying not to make it sound too easy.  ;)
Title: Re: Paragon Chat 0.965 Beta!
Post by: Aggelakis on July 09, 2015, 07:08:40 PM
Just wanted to ask as couldn't see if the question had been asked somewhere else, does PC automatically update or do you have download the new version?

http://paragonwiki.com/wiki/Paragon_Chat answers it! Wiki to the rescue - even 2.5 years later!
Title: Re: Paragon Chat 0.96 Beta!
Post by: Felderburg on July 09, 2015, 07:40:45 PM
This is probably pretty minor, but I noticed last night that when I changed zones, many of my "options" settings would revert back to the default.  (Things like setting a key for screenshots, choosing user-name colors for the chat window, little things like that.)

Once you get all the settings to your liking, save them as the defaults. There's 4 defaults: options, chat, windows, and keybinds. Once you've saved them all, after you mapmove you can load from the defaults, and your preferred settings will be restored.
Title: Re: Paragon Chat 0.96 Beta!
Post by: Carnildo on July 09, 2015, 07:52:23 PM
Sounds like a reasonable enough comprimise. As far as the "reasonable" numbers, I think I agree with the guy who made "Long John", anything below -70 or above 150 starts getting a little out of hand.
As points of reference, "Long John" was 400 on launch day, and scaled down to 250 last night.
Title: Re: Paragon Chat 0.965 Beta!
Post by: Bear on July 09, 2015, 08:52:30 PM
So. Awesome. 8)

I'm wondering for the next release if it's possible to add a space after the "[Paragon Chat]" prefix? It would help make the player names more readable. I see a "[Local]" that has such a space.
Title: Re: Paragon Chat 0.96 Beta!
Post by: Richpur on July 09, 2015, 09:40:46 PM
• Incoming costumes from other players are validated to ensure their scales are in range and they do not contain any FX that are not designed to be applied to a player costume and might crash your client.
This kind of sucks since we were just managing to get armour toggles showing up properly to make characters feel alive.
Title: Re: Paragon Chat 0.96 Beta!
Post by: FloatingFatMan on July 09, 2015, 09:59:54 PM
Quote
Incoming costumes from other players are validated to ensure their scales are in range and they do not contain any FX that are not designed to be applied to a player costume and might crash your client.

Oh, could you tell us DB fiddlers what the range limits are?  Seems I can change to 60 and 80 size scale, but no one else sees that size (and I get a lock icon on the cossie slot).  I wanted a larger cossie for some transformations.. :(
Title: Re: Paragon Chat 0.96 Beta!
Post by: Arcana on July 09, 2015, 10:23:15 PM
Oh, could you tell us DB fiddlers what the range limits are?  Seems I can change to 60 and 80 size scale, but no one else sees that size (and I get a lock icon on the cossie slot).  I wanted a larger cossie for some transformations.. :(

I believe Codewalker said he looked up Icon's limits and set Paragon Chat's filters to that (Icon as in the CoH tailer, not the stand alone program).  So I guess you could push all the sliders to max and save a costume, then push all the sliders to min and save another costume, and those costume files would tell you what the min and max safe values are for each individual slider.
Title: Re: Paragon Chat 0.965 Beta!
Post by: StalkerHunter on July 09, 2015, 10:33:46 PM
Hey Arcana, looked at my login stuff and it seems to be linked. I can log into Titan Network and it shows what user name to also use for paragon chat. It still tells me the XMPP can't connect and to make sure my login info is correct.Which it is. I looked over the link you gave me but I still can't find no info for this problem. Any help would be appreciated.
Title: Re: Paragon Chat 0.965 Beta!
Post by: Arcana on July 09, 2015, 10:49:10 PM
Hey Arcana, looked at my login stuff and it seems to be linked. I can log into Titan Network and it shows what user name to also use for paragon chat. It still tells me the XMPP can't connect and to make sure my login info is correct.Which it is. I looked over the link you gave me but I still can't find no info for this problem. Any help would be appreciated.

Just to be absolutely certain, in the XMPP Login blank you have "Arcana@chat.cohtitan.com" (replace "Arcana" with your Titan login name) and you are typing your Titan password into the XMPP Password blank, and you are certain that you don't have CAPSLOCK on or anything when you type your password.  Then you push "Launch City of Heroes" and you get the error:

XMPP was unable to connect!
Make sure that your XMPP login information is correct.

If so, try this: open a command line prompt, and type "ping chat.cohtitan.com".  Do you see something like this:

C:\>ping chat.cohtitan.com

Pinging chat.cohtitan.com [23.92.20.216] with 32 bytes of data:
Reply from 23.92.20.216: bytes=32 time=740ms TTL=53
Reply from 23.92.20.216: bytes=32 time=769ms TTL=53
Reply from 23.92.20.216: bytes=32 time=782ms TTL=53
Reply from 23.92.20.216: bytes=32 time=648ms TTL=53

Ping statistics for 23.92.20.216:
Packets: Sent = 4, Received = 4, Lost = 0 (0% loss),
Approximate round trip times in milli-seconds:
Minimum = 648ms, Maximum = 782ms, Average = 734ms

Title: Re: Paragon Chat 0.965 Beta!
Post by: Felderburg on July 10, 2015, 12:23:50 AM
Hey Arcana, looked at my login stuff and it seems to be linked. I can log into Titan Network and it shows what user name to also use for paragon chat. It still tells me the XMPP can't connect and to make sure my login info is correct.Which it is. I looked over the link you gave me but I still can't find no info for this problem. Any help would be appreciated.

Just an FYI, for you and anyone else: Arcana is NOT an official Titan Network admin. While she is extremely tech knowledgeable, if there are issues with your account itself, only Titan Network folks will be able to help you out with that. Obviously Arcana has made herself available to help with Paragon Chat issues, but I feel like the fact that she isn't "official" should be noted, particularly in the event that anyone has issues with their Titan Network account itself.
Title: Re: Paragon Chat 0.965 Beta!
Post by: StalkerHunter on July 10, 2015, 12:34:27 AM
That's my bad. Just looking for ideas from anyone that wanted to help.
Title: Re: Paragon Chat 0.965 Beta!
Post by: StalkerHunter on July 10, 2015, 12:50:37 AM
No caps and password is correct.  Tried the pinging and this is what I get....

Pinging chat.cohtitan.com [lots of #s here] with 32 bytes of data:
Reply from [lots of #s here]: time =73ms
Reply from [lots of #s here]: time =75ms
Reply from [lots of #s here]: time =75ms
Reply from [lots of #s here]: time =74ms

Ping statistics for [lots of #s here]
Packets: Sent =4, Received =4, Lost =0 (0% loss),
Approximate round trip times in milli-seconds:
Maximum =73ms, Maximum =75ms, Average =74ms
Title: Re: Paragon Chat 0.965 Beta!
Post by: Cyclone Jack on July 10, 2015, 01:04:21 AM
I must thank all involved in this project.  Logging in and seeing other players jogging around, tweaking costumes, dancing in the D, and partying under Atlas, made my year. :)
Title: Re: Paragon Chat 0.965 Beta!
Post by: Arcana on July 10, 2015, 01:42:04 AM
No caps and password is correct.  Tried the pinging and this is what I get....

Pinging chat.cohtitan.com [lots of #s here] with 32 bytes of data:
Reply from [lots of #s here]: time =73ms
Reply from [lots of #s here]: time =75ms
Reply from [lots of #s here]: time =75ms
Reply from [lots of #s here]: time =74ms

Ping statistics for [lots of #s here]
Packets: Sent =4, Received =4, Lost =0 (0% loss),
Approximate round trip times in milli-seconds:
Maximum =73ms, Maximum =75ms, Average =74ms

If the IP address of the chat server is identical to the one I posted, and you have connectivity to it, and Paragon Chat still cannot connect, I can only think of three possibilities:

1.  You have something upstream blocking your ability to connect to the XMPP server.  A firewall, some weird ISP thing, something.  It would be difficult for me to troubleshoot such a problem remotely, although if you think that's a problem I would be willing to discuss it further with you offline.  Send PM.

2.  Something on your computer is blocking Paragon Chat from working correctly.  Also difficult to troubleshoot without more information.

3.  Something is corrupted in your Titan account that is not visible.  As this is something the Titan admins might be able to figure out relatively quickly, I would recommend PMing an admin to have them check your account, as Felderberg suggests.  Sekoia appears to be the main lead for handling such account issues.  If you do not get a reply, TonyV and Leandro might be alternate choices.  Codewalker is also a Titan admin, but I hear he's been busy with some hobby project recently.
Title: Re: Paragon Chat 0.965 Beta!
Post by: Aggelakis on July 10, 2015, 01:49:25 AM
Sekoia is out of town until the 14th. TonyV would be best to step in, but as posted in previous announcements, issues with Titan accounts may just have to wait until Sekoia gets back since he has fancy tools/scripts/I have no idea what that TonyV may not have access to.
Title: Re: Paragon Chat 0.965 Beta!
Post by: Arcana on July 10, 2015, 02:00:14 AM
Sekoia is out of town until the 14th. TonyV would be best to step in, but as posted in previous announcements, issues with Titan accounts may just have to wait until Sekoia gets back since he has fancy tools/scripts/I have no idea what that TonyV may not have access to.

The only other thing I can think of, if you don't want to wait for Sekoia to return, is you could register for a new Titan account and use that for Paragon Chat until the 14th, and then get your original account looked at and fixed then, and then go back to using your original account when its fixed and discard the new one.
Title: Re: Paragon Chat 0.965 Beta!
Post by: StalkerHunter on July 10, 2015, 02:03:19 AM
Actually the numbers are nothing like the above as you said. Probably my ISP doing something weird.
Title: Re: Paragon Chat 0.965 Beta!
Post by: Arcana on July 10, 2015, 02:09:20 AM
Actually the numbers are nothing like the above as you said. Probably my ISP doing something weird.

Please PM me what they actually are.  It might be nothing, or it might be something.
Title: Re: Paragon Chat 0.965 Beta!
Post by: bitmonkeyprime on July 10, 2015, 06:17:17 AM
alright.. i am in need of a bit of help here.. I just downloaded the chat client.. i copied my old I24 to it's own new folder and place the client inside as instructed. The Titian network launcher comes up and does the normal prompting. I sign in and get the front screen for CoH.. now this is where things stop.. because unlike a great deal of everyone else i know who has logged into this, i keep getting NCSoft's 'user agreement' page instead of ,apparently, one that is supposed to say " Be Awesome.".. As a result, i cannot get into the client ..Is any one else having this issue?
Title: Re: Paragon Chat 0.965 Beta!
Post by: Codewalker on July 10, 2015, 06:24:07 AM
Most likely cause: You have your I24 install under Program Files or Program Files (x86), and Windows is 'helpfully' protecting you from doing anything useful in there.

If so, either move the whole thing somewhere else, like C:\Games, or right click on ParagonChat.exe and use "Run as Administrator"
Title: Re: Paragon Chat 0.965 Beta!
Post by: bitmonkeyprime on July 10, 2015, 06:38:13 AM
thanks! : ) .. that seemed to rid me of my initial issue.. i have read the forum and ,please bear with me as i am nothing close to tech savy, ..and i did not understand how to 'teach' your pc to accept the server address that comes up to log into the client..
Title: Re: Paragon Chat 0.965 Beta!
Post by: Voltixdark on July 10, 2015, 06:39:10 AM
Bug: Keymapping in options reloads to default settings every time you mapmove to a new zone. Also Windows reloads to default settings every time I change the chat bubble color.
Title: Re: Paragon Chat 0.965 Beta!
Post by: Azrael on July 10, 2015, 11:14:19 AM
Bug: Keymapping in options reloads to default settings every time you mapmove to a new zone. Also Windows reloads to default settings every time I change the chat bubble color.

Yes.  I noticed that about chat bubble colour.  After I changed it...it changed back to default.  Still, it's no hardship to me to change it for each session.  I find it kind of amusing to 'walk' everywhere.  That's what I remember doing a lot of in my early CoH days before the proliferation of 'bonus' travel powers later on in the game.  12 levels of 'sprinting' everywhere.  Skyway...Hollows...back when debt was a running sore.  Hee-hee...

Azrael.
Title: Re: Paragon Chat 0.965 Beta!
Post by: healix on July 10, 2015, 11:25:50 AM
Yah...I remember running through Steel as a lowbie, trying not to get killed heading for the Icon in the north LOL.
Title: Re: Paragon Chat 0.95 Beta!
Post by: The Fifth Horseman on July 10, 2015, 11:35:55 AM
"Failed to initialize the database. Your ParagonChat.db file may be corrupt".
Go to %APPDATA%\Paragon Chat\Database in Windows Explorer and delete all the files in there, then try again.

Using -pcdir command line option as described here (http://www.cohtitan.com/forum/index.php/topic,11088.0.html) to change the path to my CoH directory fixed that problem immediately, while deleting %APPDATA%\Paragon Chat\Database never helped. It seems some component of paragon Chat does not like localized characters in your %APPDATA% path (in my case, "ł" ).

This would be a good thing to add to the FAQ, as I imagine there may be others with the same issue.
Title: Re: Paragon Chat 0.965 Beta!
Post by: jlbernardes on July 10, 2015, 11:50:54 AM
Edit: damn, I didn't see The Fifth Horseman's post before writing mine, but using -pcdir is much easier. So just leaving this here to say I had the same problem and echo the suggestion that this be added to the FAAAQ. :)
Title: Re: Paragon Chat 0.965 Beta!
Post by: TheClockmaker on July 10, 2015, 01:02:22 PM
So upon getting past my prior issues with Tequila and getting Paragon Chat whitelisted as possible in my firewall...

Logging in and completing character creation via ParagonChat ends up with me hitting Atlas Park with a Lost Connection To Mapserver?
Title: Re: Paragon Chat 0.95 Beta!
Post by: Arcana on July 10, 2015, 06:07:44 PM
Using -pcdir command line option as described here (http://www.cohtitan.com/forum/index.php/topic,11088.0.html) to change the path to my CoH directory fixed that problem immediately, while deleting %APPDATA%\Paragon Chat\Database never helped. It seems some component of paragon Chat does not like localized characters in your %APPDATA% path (in my case, "ł" ).

This would be a good thing to add to the FAQ, as I imagine there may be others with the same issue.

I've added it to my Common Questions and Problems guide.
Title: Re: Paragon Chat 0.965 Beta!
Post by: Felderburg on July 10, 2015, 07:43:44 PM
Bug: Keymapping in options reloads to default settings every time you mapmove to a new zone. Also Windows reloads to default settings every time I change the chat bubble color.

Once you have settings you like, save them to the defaults. Do this for Windows, Chat, Options, and Keybinds (the 4 "save to defaults" buttons in the options menus). After you zone, just go through and load all 4 from defaults, and your settings will go back to the way you had them set.

I guess another way of saying this is that the game client keeps its own defaults, but Paragon Chat overrides them (or something) when you mapmove. Fortunately, it doesn't erase the game's defaults, so you can get them back no sweat.
Title: Re: Paragon Chat 0.966 Beta!
Post by: Golden Aurora on July 10, 2015, 08:28:21 PM
I'm very pleased to announce the availability of Paragon Chat 0.966 Beta!

Download (http://www.cohtitan.com/paragonchat/ParagonChat.exe)

Save it to your Issue 24 directory (usually called CohBeta or I24) and run it from there.

Patch Notes

Version 0.965 Beta
• The version number is now displayed in the title bar.

• Fixed yet another different cause of the invisible player bug.

• The Ski Chalet is now visible!

• Incoming costumes from other players are validated to ensure their scales are in range and they do not contain any FX that are not designed to be applied to a player costume and might crash your client.

• The 'Store', 'Manage Account', and 'Support' buttons in the in-game browser are no longer completely useless.

Just one question... What changed between 0.965 and 0.966? Is it just a bugfix?
Title: Re: Paragon Chat 0.966 Beta!
Post by: Codewalker on July 10, 2015, 08:36:27 PM
Not even a fix, the only change is adding a temporary debug hook for me to be able to gather some extra diagnostic info (just a copy of the costume as the sender sees it) from people who are experiencing the invisibility bug.
Title: Re: Paragon Chat 0.966 Beta!
Post by: Nyghtshade on July 11, 2015, 05:49:13 AM
Latest updates are more and more exciting - so many more doors opening, and the Ski Chalet, huzzah! It's like Christmas.  In July!!   ;D
Title: Re: Paragon Chat 0.966 Beta!
Post by: Eskreema on July 11, 2015, 02:18:44 PM
Was running around on old maps did basic emote testing. Good times!!  Very good to see other people. Tyvm for this. Looking forward to seeing your updates and vision of this program!
Title: Re: Paragon Chat 0.96 Beta!
Post by: Codewalker on July 11, 2015, 06:05:41 PM
This kind of sucks since we were just managing to get armour toggles showing up properly to make characters feel alive.

Unfortunately it could also be the source of a lot of issues, as there are all kinds of different Fx in the game and allowing any of them to be attached to costumes could result in a bad costume being a serious disruption (think the Mot tentacle teleport Fx), or worse, crashing people's clients by spamming lingering fx past the limit.

Ideally we'd be able to whitelist the ones that were used for toggle powers, but Paragon Chat doesn't currently load enough of the game data to be able to do that in an automated fashion. It's something that can be revisited when that data is needed for other purposes.
Title: Re: Paragon Chat 0.96 Beta!
Post by: Richpur on July 11, 2015, 11:01:31 PM
Unfortunately it could also be the source of a lot of issues, as there are all kinds of different Fx in the game and allowing any of them to be attached to costumes could result in a bad costume being a serious disruption (think the Mot tentacle teleport Fx), or worse, crashing people's clients by spamming lingering fx past the limit.

Ideally we'd be able to whitelist the ones that were used for toggle powers, but Paragon Chat doesn't currently load enough of the game data to be able to do that in an automated fashion. It's something that can be revisited when that data is needed for other purposes.

Do you mean that it doesn't load enough to check whether an fx string in the costume file matches a whitelist, or that the whitelist can't be generated automatically? Since if it's the latter making the whitelist manually is a non-trivial but plausible task.  I was already intending to work my way through the fx files making a list tallying up which power required which effect entry.
Title: Re: Paragon Chat 0.966 Beta!
Post by: Timelord Tom on July 12, 2015, 01:39:18 AM
Was on for a bit last night with a friend who'd never played CoH, showing her around a bit. We were at the Tailors in AP (so far her favorite part is the costume creator... isn't it everyone's?)

I uploaded a few outfit's I'd created in Icon for a character I use as an NPC in a PnP game while she was working on her second costume. When she was done she still looked the same... which was not what she was describing. So, figuring zoning might fix it we hoped over to The Hive. She went invisible at that point. There were a couple other people there at the entrance and they couldn't see her either. She logged out and back in and that fixed things. Took a couple seconds for the rest of us to show up for her, but think that's normal.

And, yes, after she logged back in her costume was indeed different from what she had started with.
Title: Re: Paragon Chat 0.966 Beta!
Post by: Nyghtshade on July 12, 2015, 04:22:50 AM
Anyone know how to delete a character slot.  I had PC freeze during character creation earlier this week, and now the slot is inaccessible, even though it has the character's name.  Below the character name (Vigilante Girl) is the message:
"Level 1 - OfflineString OfflineString - 5671 days offline"

Title: Re: Paragon Chat 0.966 Beta!
Post by: Felderburg on July 12, 2015, 04:53:33 AM
Anyone know how to delete a character slot.  I had PC freeze during character creation earlier this week, and now the slot is inaccessible, even though it has the character's name.  Below the character name (Vigilante Girl) is the message:
"Level 1 - OfflineString OfflineString - 5671 days offline"

In the top right area there's a circle with a red head silhouette and X type shape. It's not very clear, and I looked a bit after having the same issue.
Title: Re: Paragon Chat 0.966 Beta!
Post by: Carnildo on July 12, 2015, 05:45:02 AM
Took a couple seconds for the rest of us to show up for her, but think that's normal.

That's normal.  To keep the network load from causing problems, PC takes about ten seconds to transfer everyone's costume data when you log in or zone.
Title: Re: Paragon Chat 0.97 Beta!
Post by: Codewalker on July 12, 2015, 08:04:22 AM
0.97 Beta is live, OP updated.

Version 0.97 Beta
• Fixed another possible cause of the invisibility bug.

• New command: /mapmenu opens a menu listing all zones defined in zone.cfg for easy travel.

• Changed the accesslevel reported to the client from 0 to 1. This allows access to the console as well as the /url slash command in order to use the in-game browser. Be advised that the in-game browser is quite old and likely has security holes; use it for trusted sites only.

• Added many more emotes that were previously badged-locked or part of purchasable packs. These will still show up as locked in the menu, but can be used by typing their name.

• Fixed super tailors / cosmetic surgeons to allow gender changes.

• Fixed a great many costume parts to be correctly unlocked both at character creation as well as in the tailor.

Known issue: Choosing a powerset with a custom weapon will cause all costume slots to show up as locked until you visit the tailor. Using the tailor will remove the weapon and unlock the slot. This is a harmless cosmetic issue.

• The case with which you type your login name is now used to set the preferred capitalization of your global handle. It no longer uses the username as reported by the XMPP server, which for Openfire was all lowercase.

• The zone that your character is in is now correctly only sent to global friends. It is no longer leaked to global channels in XMPP presence data.
Title: Re: Paragon Chat 0.97c Beta!
Post by: Leandro on July 12, 2015, 12:36:42 PM
0.97c also enables the Architect building consoles. Clicking on them will bring up the Architect UI. Of course you cannot test or play the missions, but if you just want to view and edit your existing mission files, or make new ones, now you can.
Title: Re: Paragon Chat 0.97c Beta!
Post by: SuburbanHell on July 12, 2015, 03:29:57 PM
Not sure if it's been reported, but 97c seems to lock Nature Affinity, Beam Rifle, Water Blast, Beast Mastery, Psionic Melee, Staff Fighting, Street Justice, Titan Weapons, and Bio Armor from being selectable and clicking the store leads to a white blank page that never loads.
Title: Re: Paragon Chat 0.97c Beta!
Post by: Nyghtshade on July 12, 2015, 03:45:34 PM
Not sure if it's been reported, but 97c seems to lock Nature Affinity, Beam Rifle, Water Blast, Beast Mastery, Psionic Melee, Staff Fighting, Street Justice, Titan Weapons, and Bio Armor from being selectable and clicking the store leads to a white blank page that never loads.
Just noticed the same thing, with Nature Affinity being locked.

Kudos, however, on restoring all the wings options.   :)
Title: Re: Paragon Chat 0.97c Beta!
Post by: Charged Mastermind on July 12, 2015, 03:56:06 PM
Might be a glitch or bug but Paragon Market powers such as Staff Fighting, Nature Affinity, Street Justice, etc, are all locked
Title: Re: Paragon Chat 0.97c Beta!
Post by: duane on July 12, 2015, 05:07:45 PM
Might be a glitch or bug but Paragon Market powers such as Staff Fighting, Nature Affinity, Street Justice, etc, are all locked

I was wondering the same thing.  I thought I had those earlier, but really I am not sure.
Title: Re: Paragon Chat 0.97c Beta!
Post by: Shadeknight on July 12, 2015, 05:19:16 PM
I mean, it doesn't matter too much. At best, I believe we're only getting travel powers back in PC. Powers-wise, that is.
Title: Re: Paragon Chat 0.97c Beta!
Post by: Stasis Kiss on July 12, 2015, 06:30:31 PM
/mapmenu is a godsend. thanks! that's my kinda Quality of Life update :P
Title: Re: Paragon Chat 0.97c Beta!
Post by: Arcana on July 12, 2015, 07:35:49 PM
One more point release and we'll be running Paragon Chat: The Next Generation
Title: Re: Paragon Chat 0.97c Beta!
Post by: Eoraptor on July 12, 2015, 07:38:12 PM
I mean, it doesn't matter too much. At best, I believe we're only getting travel powers back in PC. Powers-wise, that is.
if I am not mistaken, some costume pieces are tied to specific origins and/or power sets though?
Title: Re: Paragon Chat 0.97c Beta!
Post by: Aggelakis on July 12, 2015, 07:50:49 PM
if I am not mistaken, some costume pieces are tied to specific origins and/or power sets though?
Not a single thing is tied to origins other than titles and enhancement names and some text you get in some story content. Not a single costume piece is tied to origins at all.

No costume pieces are tied to power sets other than custom weapons.
Title: Re: Paragon Chat 0.97c Beta!
Post by: Zortel on July 12, 2015, 08:30:06 PM
I'm finding it sends new characters straight to the tutorial, without offering an option to select if they want to be heroes or villains. If you mapmove out of Outbreak it leaves the alignment icon near the HP/END bar blank.
Title: Re: Paragon Chat 0.97c Beta!
Post by: Codewalker on July 12, 2015, 08:48:43 PM
Not sure if it's been reported, but 97c seems to lock Nature Affinity, Beam Rifle, Water Blast, Beast Mastery, Psionic Melee, Staff Fighting, Street Justice, Titan Weapons, and Bio Armor from being selectable and clicking the store leads to a white blank page that never loads.

Ah yes, I suppose that makes sense. I removed the sending of the entire account catalog since it was no longer necessary now that the costume pieces are being patched to remove the requirements. Now only a few product codes like the one for rename tokens and super tailor access are being sent.

The good(?) news is that it doesn't affect anything since the powers that you choose at character creation are not saved anywhere, anyway.

I'll look and see if I can find out which one is needed to bypass the forced tutorial, so that non-neutral alignment characters can be created.
Title: Re: Paragon Chat 0.97c Beta!
Post by: SuburbanHell on July 12, 2015, 09:24:45 PM
Yeah, that only really needs fixing if we can activate our powers down the line I'd guess.  ;D
Title: Re: Paragon Chat 0.97c Beta!
Post by: Sinistar on July 13, 2015, 12:09:03 AM
Silly question,  any chance the hidden "matrix" room can be added to the map list?
Title: Re: Paragon Chat 0.97c Beta!
Post by: Fighting Blaze on July 13, 2015, 12:18:52 AM
Quick question, I saw a new trail aura added that was a rainbow but they didn't have it at the tailor, do I need to update my game or is there a new beta out?
Title: Re: Paragon Chat 0.97c Beta!
Post by: SuburbanHell on July 13, 2015, 01:05:54 AM
Found a new issue - When creating new characters, you no longer have the choice of hero/villain, it automatically puts you in Outbreak no matter what.
Title: Re: Paragon Chat 0.97c Beta!
Post by: Twi on July 13, 2015, 01:28:26 AM
Devs hate redside.
Title: Re: Paragon Chat 0.97c Beta!
Post by: Blackgrue on July 13, 2015, 01:38:17 AM
Suggestion: Set the launcher to close automatically after launching City of Heroes, I got back from an errend and in my tired state tried to launch the client to get some RPing and skiing in... but it came up with a "Could not launch database" error... I panicked and was looking for the database file... and then noticed I had two launchers open. Oops.
Title: Re: Paragon Chat 0.97c Beta!
Post by: Felderburg on July 13, 2015, 02:07:52 AM
Suggestion: Set the launcher to close automatically after launching City of Heroes, I got back from an errend and in my tired state tried to launch the client to get some RPing and skiing in... but it came up with a "Could not launch database" error... I panicked and was looking for the database file... and then noticed I had two launchers open. Oops.

Which launcher do you mean? The Paragon Chat window needs to stay open for you to connect to people; the Tequila launcher can close (as far as I know).

Edit: This may help clarify what is called a "launcher" and what is not: http://imgur.com/a/TDCyB

Silly question,  any chance the hidden "matrix" room can be added to the map list?

As I recall, that room is underneath the Arenas. There was a video about getting to the one beneath Talos's arena (I think) while the game was live, and I suspect that's the only way to try to go about it in Paragon Chat. You can get there in Icon, of course, since that allows you to move through walls.
Title: Re: Paragon Chat 0.97c Beta!
Post by: Shidan on July 13, 2015, 02:17:19 AM
There was a video about getting to the one beneath Talos's arena (I think)
I know there was one for the Peregrine Island, though IIRC it required SJ or fly.
Title: Re: Paragon Chat 0.97 Beta!
Post by: Fighting Blaze on July 13, 2015, 02:37:10 AM
0.97 Beta is live, OP updated.

Version 0.97 Beta
• Fixed another possible cause of the invisibility bug.

• New command: /mapmenu opens a menu listing all zones defined in zone.cfg for easy travel.

• Changed the accesslevel reported to the client from 0 to 1. This allows access to the console as well as the /url slash command in order to use the in-game browser. Be advised that the in-game browser is quite old and likely has security holes; use it for trusted sites only.

• Added many more emotes that were previously badged-locked or part of purchasable packs. These will still show up as locked in the menu, but can be used by typing their name.

• Fixed super tailors / cosmetic surgeons to allow gender changes.

• Fixed a great many costume parts to be correctly unlocked both at character creation as well as in the tailor.

Known issue: Choosing a powerset with a custom weapon will cause all costume slots to show up as locked until you visit the tailor. Using the tailor will remove the weapon and unlock the slot. This is a harmless cosmetic issue.

• The case with which you type your login name is now used to set the preferred capitalization of your global handle. It no longer uses the username as reported by the XMPP server, which for Openfire was all lowercase.

• The zone that your character is in is now correctly only sent to global friends. It is no longer leaked to global channels in XMPP presence data.

Link? Anyone? Or at least tell me which page has the 0.97
Title: Re: Paragon Chat 0.97c Beta!
Post by: Valtyr on July 13, 2015, 02:39:36 AM
The download link in the first post is always the most recent version of Paragon Chat.
Title: Re: Paragon Chat 0.97c Beta!
Post by: Bold on July 13, 2015, 03:33:00 AM
Having an issue with skirts not being able to take patterns now. Seems to not be just me.
Title: Re: Paragon Chat 0.97d Beta!
Post by: Codewalker on July 13, 2015, 06:29:33 AM
The pattern issue should be fixed in the latest update.

Version 0.97d Beta
• Costume parts with a texture and a mask should once again be selectable.

• Correct product codes are sent to the client to make the tutorial optional.

• Powersets that were formerly purchasable should once again be selectable during character creation.

• Version number added to the main Paragon Chat window as it was being cut off of the title bar on Windows 8 and with certain font sizes.

• The Paragon Chat logo should now be visible on computers running Windows XP.

• The version of Paragon Chat that someone is running can now be seen in the player information window.

• Two new easter egg NPCs added. One is obvious. The other is not.

• Re-instated presence optimization that had been reverted due to invisibility bug.
Title: Re: Paragon Chat 0.97c Beta!
Post by: Sinistar on July 13, 2015, 07:09:06 AM
I know there was one for the Peregrine Island, though IIRC it required SJ or fly.

The Peregrine Island version needed fly as I recall.  Can't remember about the Talos Island one.
Title: Re: Paragon Chat 0.95 Beta!
Post by: The-Hunter-JLJ on July 13, 2015, 07:44:23 AM
"You are likely to be eaten by a grue?"

You know, I have been chuckling about that every time I went past it for days, and only now realized I should comment. I actually played Zork on Dyna-Mod back at MIT longer ago than I prefer to so openly admit. I am guessing that anyone else who even knows what I'm talking about is probably familiar with the later PC release, which sadly didn't include everything the original did. Somewhere in a filing box I still have a couple of inches of continuous feed paper with a Zork node-map on it I and my buddies made back in the day.
Title: Re: Paragon Chat 0.97d Beta!
Post by: Arcana on July 13, 2015, 07:49:54 AM
Codewalker: based on the fact that at least one, perhaps many players have stumbled onto this problem, I would recommend that when the close window button is clicked on Paragon Chat, a warning is displayed telling the player that if they close the window, Paragon Chat will close down and City of Heroes/Paragon Chat will not work properly after that point.  They should do that only if they have already closed Cityofheroes.exe (in fact, maybe PC could check to see if the child process is dead and if not then display the warning, and close quietly if Cityofheroes.exe is not running).

I have added this to my Common Questions and Problems thread, but you might consider adding this warning to your FAQ first post as well.
Title: Re: Paragon Chat 0.97c Beta!
Post by: Globetrotter on July 13, 2015, 03:22:34 PM
As I recall, that room is underneath the Arenas. There was a video about getting to the one beneath Talos's arena (I think) while the game was live, and I suspect that's the only way to try to go about it in Paragon Chat. You can get there in Icon, of course, since that allows you to move through walls.

This video maybe? https://www.youtube.com/watch?v=G6qZ8CMoU1k by Hyperstrike.
I tried to get to get to the matrix room like this but at the crucial point I got the message: You cannot enter. Sidestepped and ended up at the Talos Ferry to PI.
Title: Re: Paragon Chat 0.97d Beta!
Post by: El Furioso on July 13, 2015, 06:51:16 PM
One unusual bug I've run into (forgive me if I missed it posted elsewhere): When I created my namesake, I loaded up a .costume file that contained a couple of veteran award costume pieces (the boxer shoes and champion belt), and the costume came in and worked just fine. However, when I went to the tailor to add a second costume, I got an error that these pieces weren't available to me. I couldn't select them from their respective pulldowns, nor could I load up a .costume file that included them without getting an error.

So, for some reason, it would let me use these pieces when I originally created my hero, but not during any subsequent tailor sessions. A bit wonky, so I thought I'd just bring it up. :)
Title: Re: Paragon Chat 0.97e Beta!
Post by: SuburbanHell on July 13, 2015, 10:31:58 PM
I've also come across, that, wearing Tech Knight gloves.

Also, it seems the Tutorial bug is back even though it was working fine earlier this afternoon.
Title: Re: Paragon Chat 0.97e Beta!
Post by: Voltixdark on July 13, 2015, 10:44:37 PM
I believe there seems to be a bug where Tequila isn't downloading PC 0.97e. Maybe the database has not been updated yet?
Title: Re: Paragon Chat 0.97e Beta!
Post by: SuburbanHell on July 13, 2015, 11:58:23 PM
Also, it seems the Tutorial bug is back even though it was working fine earlier this afternoon.

Ok, so I think this may only affect Kheldians now.
Title: Re: Paragon Chat 0.97e Beta!
Post by: Pengy on July 14, 2015, 12:24:44 AM
Ok, so I think this may only affect Kheldians now.
Yeah, Kheldians and Spiders skip the tutorial.
Title: Re: Paragon Chat 0.97e Beta!
Post by: Sinistar on July 14, 2015, 12:39:51 AM
Just wanted to say I quite enjoyed the NPC dialog I found in Pocket D! Well done!
Title: Re: Paragon Chat 0.97e Beta!
Post by: SuburbanHell on July 14, 2015, 01:11:39 AM
Yeah, Kheldians and Spiders skip the tutorial.

Ok so it auto-places them as heroes or villains, respectively?
Title: Re: Paragon Chat 0.97e Beta!
Post by: Nyghtshade on July 14, 2015, 01:14:55 AM
I also don't seem to be able to download PC V0.97e.  My Tequila launcher only shows V0.97d.
Title: Re: Paragon Chat 0.97e Beta!
Post by: Shenku on July 14, 2015, 01:55:16 AM
There's a delay between when Codewalker makes an update, and when Leandro actually sees it and updates the manifest for Tequila. Leandro's not just sitting at his computer all day hitting F5 over and over to see if Codewalker released version 0.9759374g after all...

Edit: If you don't want to wait, download it manually from the link in the first post and drop it into your install folder, and launch it directly instead of through Tequila.
Title: Re: Paragon Chat 0.97e Beta!
Post by: Felderburg on July 14, 2015, 02:11:46 AM
Leandro's not just sitting at his computer all day hitting F5 over and over to see if Codewalker released version 0.9759374g after all...

...maybe he should be?
Title: Re: Paragon Chat 0.97e Beta!
Post by: Arcana on July 14, 2015, 02:27:25 AM
Leandro's not just sitting at his computer all day hitting F5 over and over to see if Codewalker released version 0.9759374g after all...

I missed another fifty nine thousands builds today?  What happened, did Codewalker not like the shade of blue on the login panel again?
Title: Re: Paragon Chat 0.97e Beta!
Post by: Codewalker on July 14, 2015, 02:40:24 AM
I missed another fifty nine thousands builds today?  What happened, did Codewalker not like the shade of blue on the login panel again?

*points at sign that says BETA*

Now I understand why Google does it.
Title: Re: Paragon Chat 0.97e Beta!
Post by: Arcana on July 14, 2015, 03:12:39 AM
*points at sign that says BETA*

Since its a City of Heroes beta, you should be getting requests to buff Tanker damage any minute now.
Title: Re: Paragon Chat 0.97d Beta!
Post by: Victoria Victrix on July 14, 2015, 03:44:11 AM
One unusual bug I've run into (forgive me if I missed it posted elsewhere): When I created my namesake, I loaded up a .costume file that contained a couple of veteran award costume pieces (the boxer shoes and champion belt), and the costume came in and worked just fine. However, when I went to the tailor to add a second costume, I got an error that these pieces weren't available to me. I couldn't select them from their respective pulldowns, nor could I load up a .costume file that included them without getting an error.

So, for some reason, it would let me use these pieces when I originally created my hero, but not during any subsequent tailor sessions. A bit wonky, so I thought I'd just bring it up. :)

Same thing happend for me, with Tech Wings.
Title: Re: Paragon Chat 0.97e Beta!
Post by: Charged Mastermind on July 14, 2015, 04:29:44 AM
Random question

How often are the "big" updates (such as adding travel powers, base building options, etc. Not daily hotfixes) going to be put out? Are they on a targeted schedule or completely at random?
Title: Re: Paragon Chat 0.97e Beta!
Post by: Carnildo on July 14, 2015, 04:39:13 AM
Since its a City of Heroes beta, you should be getting requests to buff Tanker damage any minute now.
And CW will respond by nerfing regen.
Title: Re: Paragon Chat 0.97e Beta!
Post by: Reiraku on July 14, 2015, 04:43:21 AM
Since its a City of Heroes beta, you should be getting requests to buff Tanker damage any minute now.

I miss J_B threads too. They were the funniest things on the forums.
Title: Re: Paragon Chat 0.97e Beta!
Post by: Leandro on July 14, 2015, 04:54:27 AM
Random question

How often are the "big" updates (such as adding travel powers, base building options, etc. Not daily hotfixes) going to be put out? Are they on a targeted schedule or completely at random?

v1.0 was targeted for April 28th, then for June 19th, then for July 1st, and then v0.95 released on July 7th. I am pretty sure that trying to have a schedule is a lost cause.
Title: Re: Paragon Chat 0.97e Beta!
Post by: FloatingFatMan on July 14, 2015, 05:34:31 AM
Random question

How often are the "big" updates (such as adding travel powers, base building options, etc. Not daily hotfixes) going to be put out? Are they on a targeted schedule or completely at random?

When they're ready.
Title: Re: Paragon Chat 0.97e Beta!
Post by: Reiraku on July 14, 2015, 05:37:29 AM
Title: Re: Paragon Chat 0.97e Beta!
Post by: Codewalker on July 14, 2015, 06:24:53 AM
Random question

How often are the "big" updates (such as adding travel powers, base building options, etc. Not daily hotfixes) going to be put out? Are they on a targeted schedule or completely at random?

Given that the whole thing is a volunteer project that people are doing in their spare time (such as it is), the answer to that is: When they're done.

Which, to quote the development roadmap, is between "sometime" and "whenever".
Title: Re: Paragon Chat 0.97e Beta!
Post by: healix on July 14, 2015, 07:03:58 AM
I have no problem with that, considering what you have already given us..thank you a quadrabazillion times infinity!!!!
Title: Re: Paragon Chat 0.97e Beta!
Post by: Solitaire on July 14, 2015, 07:14:29 AM
Doing a great job folks, we understand that it takes time for things to be fixed/added so do it at your speed (Don't forget to take breaks) we will still be here waiting, as we have been for nearly 3 years. I for one am just happy to be able to enter the game and see my friends again online in the City/Isles we love.
Title: Re: Paragon Chat 0.97e Beta!
Post by: Pengy on July 14, 2015, 12:33:20 PM
Ok so it auto-places them as heroes or villains, respectively?
Yeah.
And CW will respond by nerfing regen.
And Accuracy.
Title: Re: Paragon Chat 0.97e Beta!
Post by: Vr2Lrose on July 14, 2015, 12:38:34 PM
Great job is an understatement, Ive seen mmos take years to do what leo and CW have done in a week as far as bug fixes go. And with much nicer attitudes. Paragon chat is amazing on so many levels.
Title: Re: Paragon Chat 0.97e Beta!
Post by: Nyghtshade on July 14, 2015, 02:23:32 PM
There's a delay between when Codewalker makes an update, and when Leandro actually sees it and updates the manifest for Tequila. Leandro's not just sitting at his computer all day hitting F5 over and over to see if Codewalker released version 0.9759374g after all...

Edit: If you don't want to wait, download it manually from the link in the first post and drop it into your install folder, and launch it directly instead of through Tequila.
To be clear, not a complaint about the .97e not loading, just noting it at the time.  :)
Title: Re: Paragon Chat 0.97e Beta!
Post by: SuburbanHell on July 14, 2015, 03:08:43 PM
Which, to quote the development roadmap, is between "sometime" and "whenever".

Curious, is there a place we can view the actual development roadmap?  It would be nice to think of what's coming.
Title: Re: Paragon Chat 0.97e Beta!
Post by: FloatingFatMan on July 14, 2015, 03:14:42 PM
Curious, is there a place we can view the actual development roadmap?  It would be nice to think of what's coming.

Well, you could always read the development roadmap stickied thread...
Title: Re: Paragon Chat 0.97e Beta!
Post by: SuburbanHell on July 14, 2015, 03:26:40 PM
Well, you could always read the development roadmap stickied thread...

Perhaps I could be blind, too.  *facepalm*
Title: Re: Paragon Chat 0.97e Beta!
Post by: Golden Aurora on July 14, 2015, 04:51:23 PM
It almost sounds like all these invisibility issues are 'bugging' CodeWalker...
Title: Re: Paragon Chat 0.97e Beta!
Post by: shadowcatkevin on July 14, 2015, 06:41:36 PM
its not letting me login, I keep getting a "Cannot connect to DBserver" error, what am I doing wrong, running Windows 7
Title: Re: Paragon Chat 0.97e Beta!
Post by: Leandro on July 14, 2015, 06:42:39 PM
shadowcatkelvin: you aren't closing the Paragon Chat login window after starting the game, right?
Title: Re: Paragon Chat 0.97e Beta!
Post by: Fulgin on July 14, 2015, 06:47:30 PM
Say, Codewalker, not sure what you did with 0.97e, but suddenly the game runs much smoother on the Mac client.  Before it was taking a long time to zone and load maps...now it's happening almost instantly.
Title: Re: Paragon Chat 0.97e Beta!
Post by: shadowcatkevin on July 14, 2015, 06:57:33 PM
puts head in hands and just loudly says DOH!!!! my apologies for being really dumb
Title: Re: Paragon Chat 0.97d Beta!
Post by: El Furioso on July 14, 2015, 07:20:15 PM
One unusual bug I've run into (forgive me if I missed it posted elsewhere): When I created my namesake, I loaded up a .costume file that contained a couple of veteran award costume pieces (the boxer shoes and champion belt), and the costume came in and worked just fine. However, when I went to the tailor to add a second costume, I got an error that these pieces weren't available to me. I couldn't select them from their respective pulldowns, nor could I load up a .costume file that included them without getting an error.

So, for some reason, it would let me use these pieces when I originally created my hero, but not during any subsequent tailor sessions. A bit wonky, so I thought I'd just bring it up. :)

I can confirm that the latest update fixes the costume weirdness I was experiencing. :D
Title: Re: Paragon Chat 0.97e Beta!
Post by: Leandro on July 14, 2015, 07:58:45 PM
Version 0.97f Beta
• New config file "string.cfg" includes missing P-Strings for many NPC names. This allows them to spawn in the map, and you can override the names (locally) by editing this file.
• Will strongly warn if you try to close Paragon Chat while the City of Heroes client is running. Fixes "Cannot Connect to DBserver" for those who were closing Paragon Chat as soon as the game opened.
Title: Re: Paragon Chat 0.97f Beta!
Post by: Eoraptor on July 14, 2015, 08:15:54 PM
Thank You for all the recent hard work, Paragon Chat Team!!!

Seriously, I know we say thank you, but I wonder if you know how important this platform has become to us in just a few days, and how much we appreciate your labour on it!
Title: Re: Paragon Chat 0.97f Beta!
Post by: Thunder Glove on July 14, 2015, 08:58:39 PM
This is simply not working for me.  I'm using the Mac client, I have I24, I have the latest version of paragonchat.exe in the coh directory, but when I hit the Play button on Island Rum, absolutely nothing happens.  The client opens, but no windows open in the client.  There's no error message, the client doesn't freeze or crash, it just does nothing.

I'm baffled.  Did I miss a step installing it, or something?
Title: Re: Paragon Chat 0.97f Beta!
Post by: Leandro on July 14, 2015, 09:04:56 PM
Can't help with Mac issues, sorry. Talk to Manga. I have never touched a Mac.
Title: Re: Paragon Chat 0.97f Beta!
Post by: Azrael on July 14, 2015, 09:06:30 PM
It seems that Codewalker is knocking out the patches at a fair clip already!

I think we'll have made 'some' progress down that 'timeline of milestones' come the 3rd anniversary of Coh's closure.

Paragon Chat has only been 'open' a week!  And already a whirlwind of updates.

I think 'Score' are doing the right thing by getting 'something' out there.  Putting a timeline of rough progress to be expected (*managing the project expectations...) and given the community the 'rebirth' piece by piece.  Jigsaw piece by...

Great work so far.  So unreal to be in Atlas chatting to fellow luminaries.

It's so surreal.

I count the game as 'back' because we can meet and greet via the chat window.  We have a server!

Azrael.
Title: Re: Paragon Chat 0.97e Beta!
Post by: The-Hunter-JLJ on July 15, 2015, 01:18:24 AM
Well, you could always read the development roadmap stickied thread...

I dunno, that seems like cheating. <wink>
Title: Re: Paragon Chat 0.97f Beta!
Post by: tzmakis on July 15, 2015, 10:50:29 PM
Can someone please help ??? All solutions are blocked for me.

First, I tried to download and install Tequila and I got this message in exchange

(https://i1030.photobucket.com/albums/y365/tzmakis/Untitled_zpsfsuhbvrt.png)

Then I am trying to install .NET 3.5 and I get this

(https://i1030.photobucket.com/albums/y365/tzmakis/Untitled1_zpstsfvybdl.png)

I tried 5 different solutions that I found on the internet and nothing works. Please Im blocked for good. Any Help?

Note : I don't have City of Heroes on my computer, should I download it from somewhere specific? If yes the install location will be program files or My Documents like many suggested
Title: Re: Paragon Chat 0.97f Beta!
Post by: Arcana on July 15, 2015, 11:28:28 PM
Can someone please help ??? All solutions are blocked for me.

First, I tried to download and install Tequila and I got this message in exchange

(https://i1030.photobucket.com/albums/y365/tzmakis/Untitled_zpsfsuhbvrt.png)

I would recommend not putting Tequila in a folder whose name has a space in it.  I really don't recommend putting it in a folder on the Desktop either, although I know people have gotten it to work there.  I would recommend making a folder like C:\Tequila and putting Tequila in there, and running it from there.  Make it a folder with no spaces, punctuation, or other odd characters.  If Tequila runs correctly, it should download the City of Heroes client files that it needs on its own.
Title: Re: Paragon Chat 0.96 Beta!
Post by: Bitters on July 16, 2015, 01:47:26 PM
Yes, there were no upper bounds on the scale, which could have been a problem if more people started pushing the limits.

Currently it's set to reject costumes outside the limits of the character creator's sliders, just because those were easy enough to find.

I'll probably relax the limits a bit so that people can make smaller than normal characters again, once I get a chance to figure out some reasonable numbers.

When we get the private moderated RP spaces, it's likely that the validation will be disabled for those areas, so you could have an alternate giant costume that works there but not in the public zones.

I knew this would happen since some people just can't seem to control themselves, but would it at least be possible to allow us increased values for the leg length slider, to simulate high heels, shoes and boots? I estimated that (2.54cm) 1"=.027 scale, so an upper end scale of .2 instead of .02 would be reasonable, and apply to the public zones?
Title: Re: Paragon Chat 0.96 Beta!
Post by: Felderburg on July 16, 2015, 05:38:47 PM
I knew this would happen since some people just can't seem to control themselves, but would it at least be possible to allow us increased values for the leg length slider, to simulate high heels, shoes and boots?

Hmmm.... y'know what would be even cooler? If the high heel and boot costume parts just automatically added to the leg slider. I know I sort of let my neurotic tendencies about accuracy go when it came to characters wearing high heels, since their body height obviously wouldn't be the same with heels.

Alternatively, players could manually change the leg length of any character wearing heels. And if a character is already maxed out, just make their legs slightly shorter. Probably no one will notice.
Title: Re: Paragon Chat 0.97f Beta!
Post by: Eoraptor on July 16, 2015, 07:12:44 PM
Can someone please help ??? All solutions are blocked for me.

First, I tried to download and install Tequila and I got this message in exchange

(https://i1030.photobucket.com/albums/y365/tzmakis/Untitled_zpsfsuhbvrt.png)

Then I am trying to install .NET 3.5 and I get this

(https://i1030.photobucket.com/albums/y365/tzmakis/Untitled1_zpstsfvybdl.png)

I tried 5 different solutions that I found on the internet and nothing works. Please Im blocked for good. Any Help?

Note : I don't have City of Heroes on my computer, should I download it from somewhere specific? If yes the install location will be program files or My Documents like many suggested
.net framework failing to be installed is an issue with windows, not an issue with tequilla, icon, or paragon chat. It will affect any older games you attempt to install on some level; and usually indicates a deep seated issue with your windows installation files.

windows 8 and windows 10 both have systems to quickly restore core system files, but these will erase your user information in many cases. Contact your manufacturer or a pc tech for specific instructions.
Title: Re: Paragon Chat 0.97f Beta!
Post by: Charged Mastermind on July 16, 2015, 08:46:27 PM
Not a huge problem because it's a slight glitch but if you accidentally not realize that you have one instance of Paragon Chat running and you try to start up another a message that, and I am paraphrasing here, says "Uh-oh! Paragon Chat was unable to start! Your Paragon Chat files may be corrupted.". In other words, it gives you an alarming message if you try to start up another session of Paragon Chat when you probably don't realize you already have one loaded up.
Title: Re: Paragon Chat 0.97f Beta!
Post by: Arcana on July 16, 2015, 09:20:19 PM
Not a huge problem because it's a slight glitch but if you accidentally not realize that you have one instance of Paragon Chat running and you try to start up another a message that, and I am paraphrasing here, says "Uh-oh! Paragon Chat was unable to start! Your Paragon Chat files may be corrupted.". In other words, it gives you an alarming message if you try to start up another session of Paragon Chat when you probably don't realize you already have one loaded up.

Yup.   One of the earlier problems discussed in my Common Questions and Problems guide, linked in my sig.
Title: Re: Paragon Chat 0.96 Beta!
Post by: Bitters on July 17, 2015, 12:58:45 PM
Hmmm.... y'know what would be even cooler? If the high heel and boot costume parts just automatically added to the leg slider. I know I sort of let my neurotic tendencies about accuracy go when it came to characters wearing high heels, since their body height obviously wouldn't be the same with heels.

Alternatively, players could manually change the leg length of any character wearing heels. And if a character is already maxed out, just make their legs slightly shorter. Probably no one will notice.

Yes, that would be even cooler, but would require extra programming that I wouldn't want other people to worry about. Just to clarify, from the normal leg position, the slider only allows for about one inch of increase, while boots and heels go up to 5"+. So the tailor already modifies legs by shortening to maintain the same height. What I'm proposing is that the limit be increased slightly to allow for this on chars with already max length leg slider. That would be playing within the numbers already created by the game (.02), while adding more realism. I'm a stickler for details as well, and as long as there is an opportunity to "fix" this now, why not try it. It never made any sense to me to have the slider increase when your costume just nullifies the changes anyway. The best way to change this would be to have Icon tailor recognize it for everyone and the .costume txt files without modifying the db obviously.

Just a quick thanks to the cape DJ's and all the supers last night at pocket D, I had a blast. So nice to see the city alive again!
Title: Re: Paragon Chat 0.97f Beta!
Post by: Attache on July 18, 2015, 07:35:59 AM
So cool to be back in the City with actual other people! However, I still have a fair number of costume options and all the auras locked. Kind of searching the forum a little and coming up empty. Not sure what's wrong since I definitely see auras on other players. Is there something I'm missing?
Title: Re: Paragon Chat 0.97f Beta!
Post by: Myriade on July 18, 2015, 07:38:01 AM
Seems like some costume options are missing.
And when I convert all my sentinel+ costumes to be used in paragon chat (or in titan), only 8 costume toons are available to load despite the fact i had 30 costumes/toons saved and converted from sentinel+.
Title: Re: Paragon Chat 0.97f Beta!
Post by: Eoraptor on July 18, 2015, 07:50:41 PM
Seems like some costume options are missing.
And when I convert all my sentinel+ costumes to be used in paragon chat (or in titan), only 8 costume toons are available to load despite the fact i had 30 costumes/toons saved and converted from sentinel+.
known issue that is being worked on. try going here http://www.cohtitan.com/forum/index.php/topic,11113.0.html to report any you can specifically identify.
Title: Re: Paragon Chat 0.97f Beta!
Post by: FloatingFatMan on July 19, 2015, 06:49:59 PM
No patches for several days... Starting to look good, CW! :)  Maybe that damned invisible bug has finally been squished!
Title: Re: Paragon Chat 0.97f Beta!
Post by: Arcana on July 19, 2015, 07:33:49 PM
No patches for several days... Starting to look good, CW! :)  Maybe that damned invisible bug has finally been squished!

I think Codewalker is working on a significant refactor of the costume code that will head off future invisibility bugs, but also requires compatibility code to be slipped into the update stream to prevent breaking older clients when it happens.  That's less of a quick patch and more of a moderate rewrite.
Title: Re: Paragon Chat 0.97f Beta!
Post by: Dalantia on July 19, 2015, 09:20:37 PM
Pushing the button marked Launch City of Heroes doesn't seem to be doing anything. >_>
Title: Re: Paragon Chat 0.97f Beta!
Post by: Aggelakis on July 20, 2015, 02:45:43 AM
Pushing the button marked Launch City of Heroes doesn't seem to be doing anything. >_>
Giving us absolutely nothing about your set up means we will be able to give you absolutely no help.

What OS and version are you using? What version of Paragon Chat are you using? Antivirus? Firewall? Error messages? Anything at all? "It doesn't work" is not a troubleshooting option.
Title: Re: Paragon Chat 0.97f Beta!
Post by: Arcana on July 20, 2015, 07:54:39 AM
Pushing the button marked Launch City of Heroes doesn't seem to be doing anything. >_>

Paragon Chat Quick Start Guide: http://www.cohtitan.com/forum/index.php/topic,10977.msg186547.html#msg186547

Paragon Chat Common Questions and Problems Guide: http://www.cohtitan.com/forum/index.php/topic,10977.msg186581.html#msg186581
Title: Re: Paragon Chat 0.97f Beta!
Post by: ivanhedgehog on July 21, 2015, 05:15:50 AM
paragon chat does not walk my dog when I press the button.please fix. also....wait a second..I don't have a dog!!! who's dog have I been manually walking?
Title: Re: Paragon Chat 0.97f Beta!
Post by: BluArcher on July 21, 2015, 08:44:30 AM
Seems like some costume options are missing.
And when I convert all my sentinel+ costumes to be used in paragon chat (or in titan), only 8 costume toons are available to load despite the fact i had 30 costumes/toons saved and converted from sentinel+.

how was you able to convert your sentinel+ files ??
i thought that was not added yet ?
Title: Re: Paragon Chat 0.98 Beta!
Post by: Codewalker on July 21, 2015, 08:49:24 AM
Download link updated (http://www.cohtitan.com/paragonchat/ParagonChat.exe)

Patch Notes

Version 0.98 Beta
• Paragon Chat is now able to check for newer versions of itself on startup. It has 4 settings for this option:

Never check
Notify when a new version is available
Automatically install minor upgrades
Automatically install all upgrades

The UI for this is still a work in progress, but it is functional.

• The Launch button is now the default button and will activate when pressing Enter in the login form.

• A workaround has been added to attempt to address the issues encountered by users who have Unicode characters in their user profile path.

• Separating multiple commands with should now work correctly. • Basic chat variable expansion has been implemented and several of the more common variables have been added, such as name, archetype, origin, battlecry, and target. • Keybinds and window layout are now saved to the database and persisted between sessions. Tray contents are not yet implemented. • A /roll command for rolling dice has been added. By itself, it will roll a 20-sided die. The results of the die roll are shown to players in local chat range. It takes parameters in several different forms: /roll 100 Roll a 100-sided die /roll 3d6 Roll 3 6-sided dice and add them together /roll @global 2x12 Roll 2 12-sided dice and send the results only to the player @global (not to others in local range) /roll 4 8 Roll 4 8-sided dice /roll Roll a 20-sided die The maximum number of sides of a die that can be used are 100,000. The maximum number of dice that can be rolled at once is 100. Keep in mind that large dice pools have a higher probability of rolling totals in the middle of the possible range, approximating a bell curve distribution. For multi-die rolls, the individual results can be seen by the player who issued the /roll command in the Combat To-hit roll channel. As Paragon Chat is a cooperative program it is impossible to guarantee that rolls have not been tampered with, so it should not be used for anything serious that the honor system is not sufficient for. • The local chat radius in Pocket D has been reduced to 50 feet. • The /getglobalname and /getglobalsilent commands have been added. This should make player notes more or less functional. Be aware that player notes were not designed for non-unique character names and may run into issues with them. • An -offline command-line parameter has been added. Running Paragon Chat with this parameter disables all network access requirements and allows you to log in without an Internet connection in order to manage characters, edit costumes, etc. When running with -offline, the XMPP login form is disabled. Many functions are not available without an XMPP connection. A connection can still be set up manually once loaded into a zone with the various /xmpp advanced commands if desired (see the Slash Command thread for more information). • The progress bar now provides some text feedback about the task in progress. • The main window can now be closed while Paragon Chat is still loading. Title: Re: Paragon Chat 0.98 Beta! Post by: Valtyr on July 21, 2015, 08:52:50 AM Quote The local chat radius in Pocket D has been reduced to 50 feet. I want to say that this was done for live back in the day as well. I'm also very excited about the improvements in this update. Title: Re: Paragon Chat 0.98 Beta! Post by: General Idiot on July 21, 2015, 10:22:58 AM It was. I dunno if it was 50 ft specifically but local chat in Pocket D definitely had a shorter range than in other zones. If I might make a suggestion, perhaps do the same thing for the Paragon Dance Party, and also possibly the Studio 55 club in Imperial City? Though that last one would be harder since it'd have to be confined to that location rather than zone-wide. Title: Re: Paragon Chat 0.98 Beta! Post by: davpa on July 21, 2015, 12:55:42 PM ...and also possibly the Studio 55 club in Imperial City? Though that last one would be harder since it'd have to be confined to that location rather than zone-wide. Why bother? Nobody goes there. It was rarely visited when the game was live and it is defiantly deserted now. Title: Re: Paragon Chat 0.98 Beta! Post by: FloatingFatMan on July 21, 2015, 01:15:07 PM Why bother? Nobody goes there. It was rarely visited when the game was live and it is defiantly deserted now. Which is a shame really, it's a nicely designed location. Title: Re: Paragon Chat 0.98 Beta! Post by: Shadeknight on July 21, 2015, 01:17:20 PM I've been using S55 for RP. Title: Re: Paragon Chat 0.97f Beta! Post by: Felderburg on July 21, 2015, 01:30:54 PM how was you able to convert your sentinel+ files ?? i thought that was not added yet ? http://cit.cohtitan.com/senticon/index.php You can extract costume files. That walkthrough is not 100% for laymen, but having recently done it myself, I can confirm it works. So far, that's all you can do, but since costuming is basically the only thing PC and Icon can do, it works. Title: Re: Paragon Chat 0.98 Beta! Post by: Voltixdark on July 21, 2015, 03:06:44 PM This is something minor, but activating Tequila with an outdated version of Paragon Chat will revert your updated Paragon Chat in the main folder to the previous version. So for those that rely on Tequila, I'd download Paragon chat manually for now. Title: Re: Paragon Chat 0.98 Beta! Post by: Eoraptor on July 21, 2015, 04:25:31 PM great improvements, Codewalker, thank you muchly :) Title: Re: Paragon Chat 0.98 Beta! Post by: dooferbrains on July 21, 2015, 04:33:13 PM Thank you very much Codewalker and Friends. Title: Re: Paragon Chat 0.98 Beta! Post by: Eskreema on July 21, 2015, 06:25:43 PM TYVM for your continued hard work. Title: Re: Paragon Chat 0.98 Beta! Post by: Aggelakis on July 21, 2015, 06:29:04 PM Thank you very much Codewalker and Friends. Made me think of Garfield. (https://images.weserv.nl/?url=upload.wikimedia.org%2Fwikipedia%2Fen%2F7%2F74%2FGandF.gif) I wanna be Sheldon! (the egg) Title: Re: Paragon Chat 0.97f Beta! Post by: BluArcher on July 21, 2015, 07:21:00 PM http://cit.cohtitan.com/senticon/index.php You can extract costume files. That walkthrough is not 100% for laymen, but having recently done it myself, I can confirm it works. So far, that's all you can do, but since costuming is basically the only thing PC and Icon can do, it works. yeah im so lost trying to figure that out lol Title: Re: Paragon Chat 0.98 Beta! Post by: Leandro on July 21, 2015, 07:44:10 PM This is something minor, but activating Tequila with an outdated version of Paragon Chat will revert your updated Paragon Chat in the main folder to the previous version. So for those that rely on Tequila, I'd download Paragon chat manually for now. If you are tech saavy I would heavily recommend using Paragon Chat directly, and only use Tequila / Island Rum for the initial download of the game data files. There's no real reason to use it for Paragon Chat now that it can update itself. Title: Re: Paragon Chat 0.98 Beta! Post by: Azrael on July 21, 2015, 08:29:44 PM If you are tech saavy I would heavily recommend using Paragon Chat directly, and only use Tequila / Island Rum for the initial download of the game data files. There's no real reason to use it for Paragon Chat now that it can update itself. Thank you to Codewalker, Leandro and the Score team for the latest update. Like the fact that it can now auto update. Lot of quality of life enhancements like the persistence of interface items eg. Chat, Map and Actions windows. ('Little' things I was looking forward to...) Can't wait for the next couple of updates. (*Looks towards the travel power update and the ....GM powers update...) Azrael. Title: Re: Paragon Chat 0.98a Beta! Post by: Codewalker on July 21, 2015, 09:09:09 PM Patch Notes Updated This normally wouldn't be enough for an update all by itself; it's partly to give the built-in updater a workout and try to find any issues with it before too many people are depending on it. Version 0.98a Beta • Fix an issue that can result in a rare crash of Paragon Chat immediately after login. It could be triggered if users of certain third-party XMPP clients are on your roster (global friends list) and their last action on the account was to go offline using that client while you were also offline. • Notify the player via an error message in the chat window if their costume does not pass validation and is causing them to be invisible to other players. This only happens in the case of manual database edits, for things like changing the scale to be too large or small. There is no change to the validation behavior; this is just a notification so you know that it's affecting you. • Unlock a few missed costume parts: Wisps Aura, Resistance hair, Praetorian Clockwork pieces, Sport set. • Unlock Crab Spider backpacks so they can be used in the tailor. • Note: The download link above has not been updated to 0.98a; it is still 0.98. This is partly to test the auto-update mechanism. Title: Re: Paragon Chat 0.98a Beta! Post by: Arcana on July 21, 2015, 09:43:28 PM [/li][li]Notify the player via an error message in the chat window if their costume does not pass validation and is causing them to be invisible to other players. This only happens in the case of manual database edits, for things like changing the scale to be too large or small. There is no change to the validation behavior; this is just a notification so you know that it's affecting you. Was actually just going to ask for that. Title: Re: Paragon Chat 0.98a Beta! Post by: saipaman on July 21, 2015, 11:09:30 PM My copy updated to .98a without incident. Title: Re: Paragon Chat 0.98a Beta! Post by: BluArcher on July 22, 2015, 12:01:05 AM mine updated fine. on a side note is the post apocalyptic costume pieces whited out for a reason? because they had color on day 1 but not since then. Title: Re: Paragon Chat 0.98a Beta! Post by: Eoraptor on July 22, 2015, 12:03:35 AM mine did not update when launched from icon. but when launched separately it updated just fine to 98.a Title: Re: Paragon Chat 0.98 Beta! Post by: Eskreema on July 22, 2015, 12:08:07 AM I wanna be Sheldon! (the egg) Ha! Remember the episode where the shell cracked open to reveal... another shell! Title: Re: Paragon Chat 0.98a Beta! Post by: Aggelakis on July 22, 2015, 12:32:24 AM mine did not update when launched from icon. Do you mean when launched from Tequila? Because Icon doesn't do anything to/with Paragon Chat. And Tequila hasn't been updated with 98a, as Codewalker stated before. Title: Re: Paragon Chat 0.98a Beta! Post by: Blackgrue on July 22, 2015, 04:11:52 AM Auto-update successfully updated for me. Thanks! Title: Re: Paragon Chat 0.98a Beta! Post by: Codewalker on July 22, 2015, 04:17:21 AM I checked the web server logs to look for any obvious issues like update loops and didn't see anything. I did see a few IPs that have been repeatedly downloading the update every once in a while but still report themselves as 0.98. Either there are a number of people sharing a NAT address, or somebody's update is failing. I suspect that it may be an install that's under \Program Files\, and UAC is blocking the update. If anyone sees this and notices that Paragon Chat shows it's downloading an update every time you run it, try right-clicking and using 'Run as Administrator' instead, that should allow it to succeed. I haven't tackled that particular headache yet, but automatically asking to elevate to admin if it can't write to its install directory is something that is on the short list for the 0.98 series. Title: Re: Paragon Chat 0.98 Beta! Post by: Void Huntress on July 22, 2015, 11:17:22 AM It was. I dunno if it was 50 ft specifically but local chat in Pocket D definitely had a shorter range than in other zones. If I might make a suggestion, perhaps do the same thing for the Paragon Dance Party, and also possibly the Studio 55 club in Imperial City? Though that last one would be harder since it'd have to be confined to that location rather than zone-wide. Whatever the range was in the D on live, it was /not/ as little as 50'. I'm having to get MUCH closer to people to hear conversations than I used to. I've a tendency to be a nearby observer more than a participant when it comes to the D, and the positions I'm accustomed to are, at best, getting me part of a conversation that I previously could get the entirety of with distance to spare. I'm of the opinion /at the least/ if I can get my camera behind someone, I should be able to receive their local/emote messages. I'm having to get noticeably closer than that now. Title: Re: Paragon Chat 0.98 Beta! Post by: Leandro on July 22, 2015, 04:21:02 PM Title: Re: Paragon Chat 0.98a Beta! Post by: Golden Aurora on July 22, 2015, 08:19:09 PM I checked the web server logs to look for any obvious issues like update loops and didn't see anything. I did see a few IPs that have been repeatedly downloading the update every once in a while but still report themselves as 0.98. Either there are a number of people sharing a NAT address, or somebody's update is failing. I suspect that it may be an install that's under \Program Files\, and UAC is blocking the update. If anyone sees this and notices that Paragon Chat shows it's downloading an update every time you run it, try right-clicking and using 'Run as Administrator' instead, that should allow it to succeed. I haven't tackled that particular headache yet, but automatically asking to elevate to admin if it can't write to its install directory is something that is on the short list for the 0.98 series. Worked fine updating for me. Using a router bridged to a dsl modem. I have UAC enabled and I'm running a windows 7 box with tequila in a subfolder of c:\games. On a sidenote, it would be nice if as part of the update procedure it backs up the old copy to something like ParagonChat.old It's pretty inevitable at some point and time something will get corrupted. It gives something to fall back on. Title: Re: Paragon Chat 0.98a Beta! Post by: Eoraptor on July 23, 2015, 12:16:03 AM Worked fine updating for me. Using a router bridged to a dsl modem. I have UAC enabled and I'm running a windows 7 box with tequila in a subfolder of c:\games. On a sidenote, it would be nice if as part of the update procedure it backs up the old copy to something like ParagonChat.old It's pretty inevitable at some point and time something will get corrupted. It gives something to fall back on. That's not a bad suggestion at all, though there needs to be aline that it will only ever allow one ".old" copy to persist so your folder doesn't fill up with old OLD files (particularly if, like me you're on a small SSD) Title: Re: Paragon Chat 0.98a Beta! Post by: Codewalker on July 23, 2015, 04:44:11 AM That would be pretty easy to do, since it already renames the existing file to ParagonChat.exe.old. All I'd have to do is remove the cleanup that deletes it when the new version starts. Actually, come to think of it, that may not be necessary. It's the new version that is responsible for deleting the .old file. So if it somehow fails to start*, the old one won't be deleted and will still be sitting there. * Should be impossible since the new exe is validated against a cryptographic signature before being moved into place. If the file is corrupt it won't validate. But there's always a chance of your OS screwing something up I suppose. Title: Re: Paragon Chat 0.98a Beta! Post by: Arcana on July 23, 2015, 05:07:13 AM That would be pretty easy to do, since it already renames the existing file to ParagonChat.exe.old. All I'd have to do is remove the cleanup that deletes it when the new version starts. Actually, come to think of it, that may not be necessary. It's the new version that is responsible for deleting the .old file. So if it somehow fails to start*, the old one won't be deleted and will still be sitting there. * Should be impossible since the new exe is validated against a cryptographic signature before being moved into place. If the file is corrupt it won't validate. But there's always a chance of your OS screwing something up I suppose. Perhaps the new version should only delete the old version if it recognizes that it runs correctly at least once. In fact, the flag that determines this version is working correctly could be that Paragon Chat recognizes that CoH has connected to it at least once and managed to zone into an XMPP room at least once. Then, during *graceful* shutdown, it cleans up the old version. But until Paragon Chat sees that a CoH character has managed to make it to the server space, it won't assume its safe to delete the old version. Maybe that could be the default behavior, and you could add a "update and save old version" option that saves the old version with version number like ParagonChat.098b.exe for the paranoid (also I do that manually because I want a version library for testing). Title: Re: Paragon Chat 0.98a Beta! Post by: Golden Aurora on July 23, 2015, 07:45:18 PM That would work as well, Arcana. The main concern is if something screws up uploading the latest and greatest to the server, either due to compile problems, isp problems, server hosting problems, or corrupt download problems. There's a lot of things that can go south. The other possibly lazier approach is just to keep a ftp folder with the older versions of the PC file so you can hunt it down yourself if need be. Automation is nice except when you're left stranded XD Title: Re: Paragon Chat 0.97f Beta! Post by: Tardigrade on July 26, 2015, 03:35:15 AM This is simply not working for me. I'm using the Mac client, I have I24, I have the latest version of paragonchat.exe in the coh directory, but when I hit the Play button on Island Rum, absolutely nothing happens. The client opens, but no windows open in the client. There's no error message, the client doesn't freeze or crash, it just does nothing. I'm baffled. Did I miss a step installing it, or something? For what it's worth, I experience the exact same thing. I can start Icon with Island Rum without problem. If I try to start Paragon Chat, City of Heroes Resurgence launches, but it never opens a window, and it never attempts to make any outgoing connections. I've seen the same behavior on two different Macs (both Minis, one newer, both running OS X 10.10.4). The menus respond normally, so it's not hanging. It seems like it's waiting for something that never happens. Title: Re: Paragon Chat 0.98a Beta! Post by: Leandro on July 26, 2015, 10:39:12 AM Max people should stick to the Island Rum thread or start a new one to get Manga's attention. He's the only one who actually has a Mac to test the client on that platform. We simply cannot help people using that OS. Title: Re: Paragon Chat 0.98a Beta! Post by: Tardigrade on July 27, 2015, 04:06:28 PM Max people should stick to the Island Rum thread or start a new one to get Manga's attention. He's the only one who actually has a Mac to test the client on that platform. We simply cannot help people using that OS. Thanks, I'll add my report to that thread. For other Mac users, here is the Island Rum thread (http://"http://www.cohtitan.com/forum/index.php/topic,9502.100.html"). For some reason searching didn't find it directly, but I found it from the FAQ thread. Title: Re: Paragon Chat 0.95 Beta! Post by: Tybulldog1 on July 27, 2015, 06:57:21 PM You can use Tequila for that. It can also download Icon and Paragon Chat. Its telling me that it cannot open that webpage because it doesnt know how? when I try to download one of the I24s anyone explain exactly how to do this? Had to build a new computer bout a year ago b/c harddrive and everything fried. Title: Re: Paragon Chat 0.98a Beta! Post by: Golden Aurora on July 27, 2015, 07:24:07 PM The link is messed up. What was linked was http://%22http//www.cohtitan.com/forum/index.php/topic,9502.100.html%22 go to http://www.cohtitan.com/forum/index.php/topic,9502.100.html Title: Re: Paragon Chat 0.98a Beta! Post by: Tybulldog1 on July 27, 2015, 08:42:41 PM can someone exactly explain how to do this step by step. Golden aura said the link is was messed up and use this other link. Well I have windows not mac. I do not have I24 beta so i will need to get that also would be very apprecaited if you could just send me an email on the step by step basis please... COH/COV lover trying to get back in :) Title: Re: Paragon Chat 0.98a Beta! Post by: Arcana on July 27, 2015, 10:40:04 PM can someone exactly explain how to do this step by step. Golden aura said the link is was messed up and use this other link. Well I have windows not mac. I do not have I24 beta so i will need to get that also would be very apprecaited if you could just send me an email on the step by step basis please... COH/COV lover trying to get back in :) Paragon Chat Quick Start Guide: http://www.cohtitan.com/forum/index.php/topic,10977.msg186547.html#msg186547 Title: Re: Paragon Chat 0.98a Beta! Post by: davpa on July 28, 2015, 05:10:43 PM Any thought of naming our server? Might I suggest Independence? It would fit the 'theme' of past severs as well as proclaiming our status with NCsoft. Just a suggestion. Title: Re: Paragon Chat 0.98a Beta! Post by: Shadeknight on July 28, 2015, 06:14:17 PM Nah, it doesn't need an official/unoffical name. Title: Re: Paragon Chat 0.98a Beta! Post by: Arcana on July 28, 2015, 06:20:23 PM You know, it occurs to me that debating what to call the server actually has a funny catch to it. I think when most people are talking about naming "the server" they are talking about the server name that displays in the City of Heroes client (and not, say, the Titan XMPP server). That's actually got a name: localhost. Ignoring the odd network mechanics surrounding .1, everyone is either selecting 127.0.0.2 or 127.0.0.1 and both of those are local loopback addresses for localhost, meaning we're connecting to our own computers, where our own individual copy of Paragon Chat is running. Now, localhost is kind of a boring name, but technically speaking that could be customized. Codewalker could add a command switch or config file that would cause that to be displayed as something else. Or alternatively if that was difficult, we could all add /etc/hosts entries for custom name that Paragon Chat could use for its listener; i.e. 127.0.0.2 MyServer. Point is, with some technical work practically anything could show up there. The really interesting question is: should it be the same thing for everyone? And this is the funny catch to it all. Because we're actually connecting the game client to our own copies of Paragon Chat, none of us is really connecting to the same "server." We're all connecting to our own individual servers. And even if you think that's just a technical point, because we're all ultimately connecting to the same XMPP server, well that's not actually true either. First of all, its possible to connect to your own XMPP server: I do so to test my bot development. And as an explicit part of the system design Codewalker stated that Paragon Chat was intended to support "private" servers people could set up to do things. Eventually, cross-server and possibly federated server features are on the roadmap which would allow players to set up their own servers, and then link the servers together into a large server cluster, and even connect the clusters into giant global server networks. At any particular moment in time, a Paragon Chat player might be connected to the Titan server, then decide to join a friend on a federated server, then jump to a private server where a PnP game was being run, while still chatting with people on global channels linked to servers connected globally back to Titan. In that world, what "the server" should be called is actually a rather weird question. The answer really is "whatever you want" because it won't signify "where" you are. In a very real sense, your server is your own. There is no City of Heroes server, there are only Paragon Chat servers. The only City of Heroes server you care about and the only one you can really "connect" to is your own, personal server. So really, it should be called whatever you want it to be called. After all, its your server. In City of Heroes, as with all MMOs, "the server" was a meeting place, the place where you could see and interact with other players. If they weren't there, you couldn't really interact with them. In Paragon Chat, "the server" is where we are, but it doesn't limit who we interact with. We can interact with anyone, anywhere, on any "server" provided the XMPP links are there. In fact, in a weird sort of way Paragon Chat is virtual reality for City of Heroes. We exist on our own server. Everyone else shows up "virtually" on our server so we can see and interact with them, even though in a sense they are still on their own server. Its a brave new world. Title: Re: Paragon Chat 0.98a Beta! Post by: davpa on July 28, 2015, 06:53:51 PM Yes, I understand all that, even if my wording for "our server" was more poor choice then understanding of the nature of what Paragon Chat is. I am looking more at a psychological perspective. A person, logging on Paragon Chat, is presented with a "question" of where do they want to go (aka what server)? It is a more positive and uplifting choice to pick a name on a list, like Independence, rather then http://127.0.0.2. A name makes you feel like you are going someplace. A home. A place we have been denied for quite a long time. The other choice, the current choice, feels like it is temporary and at any moment it will be taken away from us. Again. Again, I'm taking what I feel sometimes when I am logging in: the nagging doubt that this will not be here tomorrow. People want to feel they have a home. I want to feel that this is here to stay. Naming "the server" is a minuscule way of letting people feel that this is not Lucy with the football. It has a sense of permanence, that is all. This is just food for thought. I thought I would just share my perspective on a very small topic. You do what you feel you have to do and I'll keep logging in, whether it is 127.0.0.2 or Independence or whatever. Title: Re: Paragon Chat 0.98a Beta! Post by: Arcana on July 28, 2015, 07:35:24 PM Yes, I understand all that, even if my wording for "our server" was more poor choice then understanding of the nature of what Paragon Chat is. I am looking more at a psychological perspective. That was a psychological perspective. Title: Re: Paragon Chat 0.98a Beta! Post by: Arcana on July 28, 2015, 08:08:44 PM Incidentally, it also goes without saying that nothing is likely to happen to the server name nor should it for at least a while, because the software is still beta. During this period, its important to expose the technical details of what's happening to make it easier to educate people and help troubleshoot problems. The more details are hidden behind abstractions, the harder it will be to help people having trouble making the software work. Title: Re: Paragon Chat 0.98a Beta! Post by: Aggelakis on July 29, 2015, 04:30:26 AM If you look at your global friends list while in game, our server already has a name: Paragon. I quite like it. :) Title: Re: Paragon Chat 0.98a Beta! Post by: Leandro on July 29, 2015, 01:24:55 PM Yes, I understand all that, even if my wording for "our server" was more poor choice then understanding of the nature of what Paragon Chat is. I am looking more at a psychological perspective. A person, logging on Paragon Chat, is presented with a "question" of where do they want to go (aka what server)? Edit %APPDATA%\Paragon Chat\Config\string.cfg and add the line String "127.0.0.1" "My Server Name" And that's what will show up in the server selection screen. You can even have different names for when you connect using 127.0.0.2 and 127.0.0.1. Title: Re: Paragon Chat 0.98a Beta! Post by: Felderburg on July 29, 2015, 06:04:49 PM And as an explicit part of the system design Codewalker stated that Paragon Chat was intended to support "private" servers people could set up to do things. Eventually, cross-server and possibly federated server features are on the roadmap which would allow players to set up their own servers, and then link the servers together into a large server cluster, and even connect the clusters into giant global server networks. At any particular moment in time, a Paragon Chat player might be connected to the Titan server, then decide to join a friend on a federated server, then jump to a private server where a PnP game was being run, while still chatting with people on global channels linked to servers connected globally back to Titan. I am so confused by this, probably because I don't have a traditional XMPP client to base experience off of. Could you log in to, say, pidgin, and do this? I guess I'm not understanding the relationship between the log in name "Felderburg@chat.cohtitan.com" and how you connect to other private servers, or a JID (whatever that is). If I log in to the Paragon Chat window with "Felderburg@chat.cohtitan.com," can't I only log in to the Titan XMPP server? And then if I want to log in to another server, I have to change it to "Felderburg@another.server.com"? And then don't I lose my global friends that were tied to "Felderburg@chat.cohtitan.com"? Codewalker already responded to basically this question (here: http://www.cohtitan.com/forum/index.php/topic,11126.msg188597.html#msg188597) and his reply does give me some understanding, but I feel like I'm just not getting something. Maybe I should log in to pidgin or Trillian or something. (https://images.weserv.nl/?url=www.troll.me%2Fimages%2Farcher%2Fwhat-part-of-this-are-you-not-getting-core-concept.jpg) ...Yes. Title: Re: Paragon Chat 0.98a Beta! Post by: Arcana on July 29, 2015, 07:14:23 PM I am so confused by this, probably because I don't have a traditional XMPP client to base experience off of. Could you log in to, say, pidgin, and do this? I guess I'm not understanding the relationship between the log in name "Felderburg@chat.cohtitan.com" and how you connect to other private servers, or a JID (whatever that is). "Connect to other private servers" is probably where you're being tripped up. The idea is that, by way of example, you'd be connected to Titan using your Felderburg@chat.cohtitan.com account, and be connected to chat.cohtitan.com. However, your friend Godzilla could connect to Godzilla@chat.monsterisland.com and be running on that private server. Hypothetically speaking, if Godzilla was in your friends list or vice versa and you wanted to zone into the Atlas Park running on MonsterIsland to see him, you could instruct Paragon Chat to join atlaspark@chat.monsterisland.com (plus the meta channel) and you'd appear there. You wouldn't need an account on Monster Island nor would you need to "log into" Monster Island. Paragon Chat would send those commands to chat.cohtitan.com and chat.cohtitan.com would route them to chat.monsterisland.com. If Titan and Monster Island are configured correctly, they will route those messages between each other seamlessly and you'd be in the atlaspark XMPP room, and your character would appear within that version of Atlas Park. To make this work, Titan and Monster Island have to be internet reachable, and be configured to accept those connections. In so-called open federations, XMPP servers are basically configured to allow anyone to connect to them, so if Titan was configured that way, any private server could also be configured that way and allow anyone from them to reach Titan and vice versa simply by setting the right addresses in their messages - the XMPP servers would do the rest for you. In more tightly controlled conventional federations, servers have access lists and sometimes authentication that is set up so that approved servers can connect. You could always ask for an account on Monster Island and use that in your Paragon Chat program: Paragon Chat will then connect you *directly* to Monster Island and you'd by default see everything there and only there. But with server to server connections, everyone could connect to their own "home" server and still enter any City of Heroes zone on any other server so long as they are configured to allow that. This requires extra code in Paragon Chat to happen, but mostly housekeeping code to actually attempt to do it at all: XMPP itself (more specifically the XMPP servers) does the work. But think about it this way: when you mapmove to Atlas Park, what's really happening is that Paragon Chat is converting that into a set of XMPP directives to join atlaspark@chat.cohtitan.com. I presume that Paragon Chat basically assumes that the Atlas Park you want to join is on chat.cohtitan.com because that's the server you're connected to. If you were connected to something else, it would automatically assume you meant atlaspark@whatever. But it doesn't *have* to assume that. Paragon Chat could allow you to mapmove to Atlas Park @ Anywhere On Earth. If that server was reachable from chat.cohtitan.com, acknowledging things like latency, it would just work. So if you had a friend Godzilla@chat.monsterisland.com and there was a Paragon Chat command called "join_friend Godzilla" Paragon Chat could query** to find out which room/zone Godzilla was in (which doesn't even have to be on Monster Island, keep in mind) and then execute the commands to join that room. Then you'd be where he was, period. ** Masking some technical details here, like subscriptions Title: Re: Paragon Chat 0.98a Beta! Post by: Codewalker on July 29, 2015, 08:35:50 PM I presume that Paragon Chat basically assumes that the Atlas Park you want to join is on chat.cohtitan.com because that's the server you're connected to. If you were connected to something else, it would automatically assume you meant atlaspark@whatever. But it doesn't *have* to assume that. Yes, it assumes that the conference service found during service discovery from your login server is the one you want to use. But that's not the only one that is possible to use, and is part of why the conference service name is shown above the zone name (and instance number) that is displayed when changing zones. This requires extra code in Paragon Chat to happen, but mostly housekeeping code to actually attempt to do it at all: XMPP itself (more specifically the XMPP servers) does the work. It's actually possible to do that already, at least in theory. You would log in normally, use "/xmpp_set_muc_service conference.chat.monsterisland.com" to override the MUC service found during discovery, then issue a /mapmove command to switch maps so that it takes effect. You would in effect be mapmoving to a zone hosted on a different server, assuming of course that federation (s2s) is enabled. The code that's missing isn't the functionality, but rather a user-friendly way to access it. Title: Re: Paragon Chat 0.98a Beta! Post by: Fireheart on July 30, 2015, 07:39:33 PM I would call 127.0.0.1 "Home" and leave it at that. Be Well! Fireheart Title: Re: Paragon Chat 0.98b Beta! Post by: Codewalker on August 01, 2015, 06:02:43 AM Patch Notes Version 0.98b Beta • Fix a bug that could cause a crash if a malformed JID was added to your roster by a third party client. • Optimization and performance improvements. • Change auto-update mechanism to install new Paragon Chat binaries inside its AppData directory, avoiding UAC issues as well as conflicts with third-party updaters. • Truncate overly long broadcast/local chat messages instead of exiting on an assertion failure. • Fix issue where adding someone to your ignore list while also logged in via a third-party XMPP client could cause the list to not be loaded in future sessions. • Improvements to positioning code to prevent other players from sometimes appearing to slide halfway across the map when first zoning in. • New slash command /whoall shows a list of all players in the same zone. It also displays diagnostic information indicating if someone is invisible to you, and why. Title: Re: Paragon Chat 0.98b Beta! Post by: Azrael on August 01, 2015, 11:17:02 AM Refinements and performance improvements are always good to hear. Notes that / who all command is from the checklist of 1.0? So nice to hear one of the features from patch 1.0 is done already. Good stuff. I look forward to each piece of work completed while obviously anticipating door animations, travel powers and the GM zone and npc generation powers. Meanwhile I've been playing with Sql database to try my hand at custom npc creation... Azrael. Title: Re: Paragon Chat 0.98b Beta! Post by: Blackshear on August 01, 2015, 02:08:58 PM For some reason I am getting a "Paragon Chat was unable to start" error with 98b. It tells me it needs to be in a folder containing a complete installation of CoH, except it is...the same folder where 98a was, my i24 folder. What gives? I've tried launching from Tequila and launching the EXE directly, but no dice. Title: Re: Paragon Chat 0.98b Beta! Post by: Codewalker on August 01, 2015, 05:28:38 PM Hmm, where is your COH folder located? Possible workaround: Try running Paragon Chat with "-relaunch" and see if it is able to find the directory then. Title: Re: Paragon Chat 0.98b Beta! Post by: JadeFalcon on August 01, 2015, 10:03:34 PM Hi, I'm getting the same error as Blackshear. Tried -relaunch command line switch, but it didn't help. This is with Windows XP and the client is installed in G:\Games\CohBeta. Title: Re: Paragon Chat 0.98b Beta! Post by: Blackshear on August 02, 2015, 01:03:00 AM Perhaps it's an XP thing, or a G drive thing. All my stuff is in G:/COH/CohBeta. -relaunch also made no difference. Of course, while 98a did boot correctly I still got the 'cannot connect to mapserver' error, but hope springs eternal. Title: Re: Paragon Chat 0.98b Beta! Post by: Codewalker on August 02, 2015, 01:16:16 AM Oh, it's XP? I think I may know the cause, let me test a few things. Title: Re: Paragon Chat 0.98b Beta! Post by: Neutron-Star on August 02, 2015, 04:56:23 AM FYI - I am also getting this error message on a Mac using Island Rum. Things were working fine until today. Thanks! Title: Re: Paragon Chat 0.98b Beta! Post by: MaidMercury on August 02, 2015, 05:46:26 AM yep...XP user here, first time in weeks Paragon Chat won't launch even after revalidating pigg files. CoH is indeed installed in Folder, not sure why says complete installation required. Title: Re: Paragon Chat 0.98c Beta! Post by: Codewalker on August 02, 2015, 06:07:27 AM If you are running Windows XP, try updating to 0.98c. You may have to manually download it again, as the error is happening so early in the startup process that the auto-update mechanism won't function. Title: Re: Paragon Chat 0.98c Beta! Post by: MaidMercury on August 02, 2015, 06:09:14 AM Um, I think it is running now. ;D Appears Windows starting RE-blocking the program although I had un-blocked it weeks ago. not sure why, but RE-unblocked it. Title: Re: Paragon Chat 0.98c Beta! Post by: Codewalker on August 02, 2015, 06:15:28 AM yep...XP user here, first time in weeks Paragon Chat won't launch even after revalidating pigg files. CoH is indeed installed in Folder, not sure why says complete installation required. It's saying that because starting with 0.98b I'm compiling the release build with Visual Studio 2015. Upgrading to that version resulted in significant improvements to the optimizations for both code size and speed. IN THEORY, I'm using the target settings to create Windows XP compatible builds. However, apparently Microsoft broke the _stat() function in the C runtime library sometime between 2008 and 2015, and it always returns failure on XP (but not on Windows 7). Since Paragon Chat uses that to test for the existence of directories and files, it completely lost the ability to know that it's installed correctly on XP. Of course this was really annoying to debug, as VS2015 won't run on XP, and neither will its remote debugger target. I also can't use the VS2008/2010 remote debuggers because in the same version that they removed XP compatibility, they also changed the protocol making it unable to talk to old versions... Thanks Microsoft </sarcasm> Anyway, it should be fixed in 0.98c. That might fix Macs as well if the same thing is affecting them, but I have no idea what level of OS Wine emulates. Title: Re: Paragon Chat 0.98c Beta! Post by: Blackshear on August 02, 2015, 02:32:52 PM Anyway, it should be fixed in 0.98c. That might fix Macs as well if the same thing is affecting them, but I have no idea what level of OS Wine emulates. It is, and thank you. I know us XP holdouts are irritating to deal with, but your efforts are appreciated. Title: Re: Paragon Chat 0.98c Beta! Post by: FloatingFatMan on August 02, 2015, 06:34:23 PM However, apparently Microsoft broke the _stat() function in the C runtime library sometime between 2008 and 2015, and it always returns failure on XP (but not on Windows 7). Since Paragon Chat uses that to test for the existence of directories and files, it completely lost the ability to know that it's installed correctly on XP. Of course this was really annoying to debug, as VS2015 won't run on XP, and neither will its remote debugger target. I also can't use the VS2008/2010 remote debuggers because in the same version that they removed XP compatibility, they also changed the protocol making it unable to talk to old versions... Thanks Microsoft </sarcasm> Typical MS boneheads... :/ Title: Re: Paragon Chat 0.98c Beta! Post by: Neutron-Star on August 02, 2015, 08:35:21 PM Looks like the new version fixed the issue for me on the Mac. Thanks! Title: Re: Paragon Chat 0.98c Beta! Post by: extropymine on August 03, 2015, 02:57:30 AM I am having a different issue which started only today. When I launch, the progress bar gets to Initializing XMPP when I get a message that "paragonchat.exe has stopped working" and it crashes. EDIT: nevermind, it was no longer defaulting to running as administrator. Run As Admin and it's fine. Title: Re: Paragon Chat 0.98c Beta! Post by: Eventine01 on August 03, 2015, 05:03:07 PM I am having a different issue which started only today. When I launch, the progress bar gets to Initializing XMPP when I get a message that "paragonchat.exe has stopped working" and it crashes. EDIT: nevermind, it was no longer defaulting to running as administrator. Run As Admin and it's fine. I had this problem. After a few tries, I managed to switch my "Check for new versions:" from "Automatically install all upgrades" to "Notify when a new version is available." Fixed it for me. However, running as administrator does not work for me. Title: Re: Paragon Chat 0.98c Beta! Post by: extropymine on August 03, 2015, 11:15:39 PM I had this problem. After a few tries, I managed to switch my "Check for new versions:" from "Automatically install all upgrades" to "Notify when a new version is available." Fixed it for me. However, running as administrator does not work for me. Okay, this problem actually persists for me. I thought that Run as Admin was the solution, but I think it just happened to randomly work yesterday. Today, I had to launch PChat five times before it didn't hang and crash. There wasn't anything I did differently during those five attempts, so something random is in play. Title: Re: Paragon Chat 0.98c Beta! Post by: Nyghtshade on August 03, 2015, 11:53:05 PM I have the Paragon Chat launch window hang up fairly frequently, since the launch of 0.98a. It seems to get half-way through the 1st green-bar load, freeze up, and then give the error message. Usually if I close it and open it again (through the Tequila Launcher each time), the 2nd time it generally goes ahead and completes the launch. No idea why it does it - I thought at first it was just my older PC - although I am running Windows 7. Title: Re: Paragon Chat 0.98c Beta! Post by: Eventine01 on August 03, 2015, 11:56:08 PM Okay, this problem actually persists for me. I thought that Run as Admin was the solution, but I think it just happened to randomly work yesterday. Today, I had to launch PChat five times before it didn't hang and crash. There wasn't anything I did differently during those five attempts, so something random is in play. I've noticed the crash happens usually when I reach the "Initializing XMPP" stage of launcher loading. Title: Re: Paragon Chat 0.98c Beta! Post by: Nyghtshade on August 04, 2015, 01:35:28 AM OK, now I'm unable to log in at all with the Paragon Chat screen. Instead of saying "automatically updates", it says "external updater in use", and since it crashes in mid-launch, I have no way to click on that and change it back to 'automatic updates". I'm running Windows 7. How do I fix this, please? Title: Re: Paragon Chat 0.98c Beta! Post by: Codewalker on August 04, 2015, 04:49:43 AM Derp. It was a race condition in the text for the status bar. Most of the UI code doesn't bother with locks because it's not necessary for message queue posting or integer variables that are atomic and are harmless if they're not perfectly synchronized between threads. A string that might get changed or even set to a null pointer (when loading is finished) on the other hand... The race has actually existed for a while, but got worse once the text painting code got fancier. I'm not sure why it generally seems to hit Windows 10 harder, but it could occur in any OS. I'm running Windows 7. How do I fix this, please? Update to 0.98d and see if that helps. You might have to launch it a few times if it keeps crashing during the update, but you should get lucky eventually and it'll make it all the way through. If all else fails, you can manually download the latest version. Title: Re: Paragon Chat 0.98d Beta! Post by: Mistress Bloodwrath on August 04, 2015, 06:05:25 AM Well, well, well... My compliments to the hard workers that managed to pull this off. I'm currently downloading the whole thing through Tequila (since I never did the i24 beta), so I might stop in from time to time while I'm bored. Never did get very much opportunity to RP with my characters (spent most of my time leveling them, ha!). Cheers. Title: Re: Paragon Chat 0.98c Beta! Post by: Nyghtshade on August 04, 2015, 01:03:32 PM Derp. It was a race condition in the text for the status bar. Most of the UI code doesn't bother with locks because it's not necessary for message queue posting or integer variables that are atomic and are harmless if they're not perfectly synchronized between threads. A string that might get changed or even set to a null pointer (when loading is finished) on the other hand... The race has actually existed for a while, but got worse once the text painting code got fancier. I'm not sure why it generally seems to hit Windows 10 harder, but it could occur in any OS. Update to 0.98d and see if that helps. You might have to launch it a few times if it keeps crashing during the update, but you should get lucky eventually and it'll make it all the way through. If all else fails, you can manually download the latest version. That fixed it! Loaded first time, thanks! You and your team are wonder workers. :D Title: Re: Paragon Chat 0.98c Beta! Post by: Eventine01 on August 04, 2015, 06:08:06 PM That fixed it! Loaded first time, thanks! You and your team are wonder workers. :D Fixed it! Thanks. Title: Re: Paragon Chat 0.98d Beta! Post by: MomentaryGrace on August 07, 2015, 06:52:20 PM Apologies if this has been addressed elsewhere but I just saw a message in the chat window while in PC that I haven't seen thus far, and it seems interesting: Quote You are seeing pop-up errors because you have Access Level (1) or you are on a QA server. These will not be seen by customers. This mean anything? Title: Re: Paragon Chat 0.98d Beta! Post by: Arcana on August 07, 2015, 07:17:46 PM This mean anything? Sounds like either a small bug regarding how Codewalker is enabling certain features within Paragon Chat, or someone's testing 0.98e. Title: Re: Paragon Chat 0.98d Beta! Post by: Codewalker on August 07, 2015, 07:44:23 PM It's an artifact of having to fake access level 1 to get the developer menu to work at all. That's what I'm abusing for mapmenu, since opportunities to customize the UI in the client that don't involve extensive hacks are extremely few and far between. However the menu doesn't work at all and instead completely locks out all input (it doesn't draw the menu or process input, but still steals focus) if the client doesn't think that you have accesslevel. Paragon Chat passes a command-line flag to the client telling it to suppress those messages, and it appears to work for almost all of them, but occasionally one pops up anyway. Title: Re: Paragon Chat 0.98d Beta! Post by: MomentaryGrace on August 08, 2015, 05:20:01 PM It's an artifact of having to fake access level 1 to get the developer menu to work at all. That's what I'm abusing for mapmenu, since opportunities to customize the UI in the client that don't involve extensive hacks are extremely few and far between. However the menu doesn't work at all and instead completely locks out all input (it doesn't draw the menu or process input, but still steals focus) if the client doesn't think that you have accesslevel. Paragon Chat passes a command-line flag to the client telling it to suppress those messages, and it appears to work for almost all of them, but occasionally one pops up anyway. Good to know! :D Title: Re: Paragon Chat 0.98d Beta! Post by: Nyghtshade on August 09, 2015, 03:36:08 AM Lately when doing /whoall, I'm seeing some players listed as ***Invisible*** Reason: Missing proxy (unknown reason). Does this refer to the invisibility bug? Title: Re: Paragon Chat 0.98d Beta! Post by: Arcana on August 10, 2015, 04:50:19 AM Lately when doing /whoall, I'm seeing some players listed as ***Invisible*** Reason: Missing proxy (unknown reason). Does this refer to the invisibility bug? To a bug, likely. In the patch notes for 0.98b when support for the /whoall command was added it was explicitly stated to show debug information whenever someone could not be displayed. Title: Re: Paragon Chat 0.98e Beta! Post by: Codewalker on August 24, 2015, 01:59:42 AM New update is out! You'll see a new section in the patch notes for this, labeled Technology Preview. Technology previews are something I plan to start doing more often with the 0.99 series as we approach '1.0' quality. They are features that aren't quite finished yet and have a few rough edges, but provide enough of a general benefit to justify releasing them with known issues. Technology previews also contain pieces of work in progress for future updates so they can be tested on a larger scale before being put into wider use. When you see patch notes in this section, keep in mind that... (https://i1359.photobucket.com/albums/q795/campweezer/pc/thisisbeta_zpsh5yrc3d4.jpg~original) Version 0.98e Beta • Added a fix to prevent the client from resetting the active chat channel to the most recently added global channel when zoning. • Leaving a global channel will force it to be cleared out of the saved client settings when logging off, to prevent it from being rejoined at next login. Important note: This is only a temporary workaround. In the future it is planned to migrate channel membership serverside so that it is account-wide and tied to a given XMPP account, to more closely imitate the behavior of global channels in traditional COH. • Fixed an issue with the order of rotations being applied incorrectly on incoming messages when pitch is nonzero. • Technology Preview: • Added simulated Walk and Sprint powers to test alternate movement modes and power tray interaction. Please give these a workout to make sure that the tech works properly. • Known issue: The power trays are hardcoded for testing. Changes to their order do not persist across zoning or logging out. Title: Re: Paragon Chat 0.98e Beta! Post by: saipaman on August 24, 2015, 02:36:28 AM I don't remember Sprint being that fast. Title: Re: Paragon Chat 0.98e Beta! Post by: Codewalker on August 24, 2015, 02:44:39 AM According to City of Data, Sprint is a +100% run speed bonus, which brings the base run speed from 1.0 to 2.0. It was split into a 50% enhanceable and 50% unenhancable part, but totaled 100%. It also gives a 10% jump height boost, which Paragon Chat does imitate even though it's barely noticeable. Probably the reason it seems faster than on live is the fact that for a couple years on live, everyone had inherent Swift, which is a +35% run speed boost, more if you put an enhancement into the free slot. The difference between a run speed of 1.35 and 2.35 (74% increase) seems less than the difference between 1.0 and 2.0 (100% increase). In other words, Sprint feels faster on PC because the normal run feels slower than people are used to. Title: Re: Paragon Chat 0.98e Beta! Post by: Achilles6 on August 24, 2015, 03:23:23 AM Well done, sir!! Well done indeed. ;) Title: Re: Paragon Chat 0.98e Beta! Post by: saipaman on August 24, 2015, 03:30:44 AM According to City of Data, Sprint is a +100% run speed bonus, which brings the base run speed from 1.0 to 2.0. It was split into a 50% enhanceable and 50% unenhancable part, but totaled 100%. It also gives a 10% jump height boost, which Paragon Chat does imitate even though it's barely noticeable. I did notice the extra jump height. Thanks so much for doing this. Title: Re: Paragon Chat 0.99 Beta! Post by: FloatingFatMan on August 24, 2015, 06:33:04 AM *Logs in Wait.. wait.. Fly!? You added Fly!? YOU ADDED FLY!!?? OMFGBBQ1111ONE! YOU ADDED FLY!!! CW, my man. You. Are. A. GENIUS!! Thank you! Thank you! Thank you! Thank you! Thank you! Thank you! Title: Re: Paragon Chat 0.99 Beta! Post by: Rejolt on August 24, 2015, 10:26:04 AM I shared this on Facebook (PC and CoX pages) and already have responses. Wish I had logged in first. I'm getting "Can't connect to DBServer" error messages when I try. It locks up when I click the server "127..." and 30 seconds to a minute later gives the pop up saying I can't get in. Hopefully you won't get too much traffic while you update... Title: Re: Paragon Chat 0.99 Beta! Post by: Styrj on August 24, 2015, 10:53:55 AM Very well done CW!! ;) PC is getting better & better with every update! Title: Re: Paragon Chat 0.99 Beta! Post by: wiwhalo56 on August 24, 2015, 12:50:07 PM Codewalker and team, THANK YOU, THANK YOU!! SUPER, is what you are. Title: Re: Paragon Chat 0.99 Beta! Post by: Nyx Nought Nothing on August 24, 2015, 01:25:24 PM *Logs in Wait.. wait.. Fly!? You added Fly!? YOU ADDED FLY!!?? OMFGBBQ1111ONE! YOU ADDED FLY!!! CW, my man. You. Are. A. GENIUS!! Thank you! Thank you! Thank you! Thank you! Thank you! Thank you! i go to sleep for a few hours and this is what happens in the meantime?! *pauses* Nope nope nope, not going to try sleeping some more just in case. i think i'll just squee quietly instead. It's tempting though. Title: Re: Paragon Chat 0.99 Beta! Post by: jsndolly on August 24, 2015, 01:29:06 PM Codewalker and his team are a tease! After rebuking my constant quest i ns which travel power is to be implemented, he goes on and added Superspeed on us while in game! He made me go around Atlas in bright glowing feet, running like total idiot, giddy with joy, hitting a tree, bus stop, a building that moved into my path...all the while chatting like a silly rabbit! Steel Canyon was just as fun and one can really take the scenic route! BTW thank you, Codewalker and team! You made coming home to Paragon City more fun than before! Bottles of Bailey's Irish Crean liquor from me to you all!! Title: Re: Paragon Chat 0.99 Beta! Post by: General Idiot on August 24, 2015, 01:40:17 PM Logged in and had a go with the new travel powers (Which are amazing and awesome, thank you so very much!) and I noticed that movement seems to be rubberbanding a bit? As if something was auto correcting my position due to a half second or so of lag like the live server used to, but as far as I knew Paragon Chat doesn't do that? I don't think it was just my computer being slow cause I've never noticed it before in here before now, but it's not directly related to the travel powers because it happens even when just spinning in place with none of them active. I only noticed it after having them active though so it might be started by them. I'll look into it further tomorrow to see if I can nail down if it is, and if so by which one(s) specifically. Title: Re: Paragon Chat 0.99 Beta! Post by: WildFire15 on August 24, 2015, 04:32:41 PM Great work guys! keep it up :D Title: Re: Paragon Chat 0.99 Beta! Post by: Nyghtshade on August 24, 2015, 04:39:43 PM The return of Walk, Sprint, and Flight are simply awesome! CW and Team, thank you all so very much for this! Looking forward to logging in tonight and flying, running, walking all over the place! Squeeeeee! Title: Re: Paragon Chat 0.99 Beta! Post by: Bashiar on August 24, 2015, 04:39:57 PM Well CW.....thanks for starting off my Monday with tears. I don't know how you did it, but you made my day, week, month and year. Thanks for all the hard work everyone has put into bringing our home back. Title: Re: Paragon Chat 0.99 Beta! Post by: hiro on August 24, 2015, 08:52:32 PM A million thank yous for 'strut'. It's the little things. Title: Re: Paragon Chat 0.99 Beta! Post by: mdlittle on August 24, 2015, 10:06:01 PM Out...-STAND-...ing work CW & Crew! - Of all the times I've spent in game just cruising around, it's a beaut...like nothing really changed. Like someone else said, you guys are -AWESOME- and you should feel -AWESOME-! :D Title: Re: Paragon Chat 0.99 Beta! Post by: Sinistar on August 24, 2015, 10:21:38 PM Codewalker, words cannot express the joy I am feeling. It is good to fly around the shadow shard zones once again. Thank you ever so much for this :) Title: Re: Paragon Chat 0.99 Beta! Post by: Aggelakis on August 24, 2015, 11:03:42 PM Moved some XMPP login troubleshooting to its own thread. http://www.cohtitan.com/forum/index.php/topic,11277.0.html Title: Re: Paragon Chat 0.99 Beta! Post by: Stitchified on August 24, 2015, 11:32:12 PM I'm curious as to what exactly makes it so difficult to add Teleportation in... I mean, I keep hearing/reading about how Teleportation is the one Travel Power that is the most difficult to add in, but why? Oh and thanks for all the work that's been so far! Stitch Title: Re: Paragon Chat 0.99 Beta! Post by: Arcana on August 25, 2015, 12:09:34 AM I'm curious as to what exactly makes it so difficult to add Teleportation in... I mean, I keep hearing/reading about how Teleportation is the one Travel Power that is the most difficult to add in, but why? Teleportation is fundamentally different from the other travel powers for (what technically knowledgeable players probably find) obvious reasons. Sprint and Walk are only different in animation played and speed of motion. Otherwise, they are essentially identical movement powers. Flight is not much more different than sprint: the main difference is turning off gravity. Super jumping is different because of the way it works: it has a horizontal (sort of) component that is like sprinting, and a vertical component involving the jumping upward and falling downward part. Superleap and ninja run are, in effect, identical movement modes with small differences in animation sequence and movement/velocity/altitude caps. They are different from simple running, but not by a huge amount. Teleportation is fundamentally different from all of those. Teleportation involves setting a teleportation target, which uses different controls than movement which just uses directional inputs. Teleportation then requires a sequence of actions to take place: a teleport-out animation, followed by setting a flag that allows instant change in location without "warping" followed by reseting location to the targeted area, followed by playing a teleport-in animation, followed by setting the residual "hover" that teleport used to prevent instant gravitational acceleration (i.e. plummeting from the sky), followed by expiring that residual hover. Teleportation is so different from all the other forms of movement, its better to not even think of teleportation as a form of movement. Its actually a form of power activation that happens to cause movement. In some ways it would be easier to get Power Bolt working (visually) than teleportation. Title: Re: Paragon Chat 0.99 Beta! Post by: nataliaofvirtues on August 25, 2015, 01:06:33 AM I know I am not the first, probably more like the 100,000th to say this, but Codewalker and team, you have done an amazing job at bringing all of this community of super heroes back home. I can't even begin to find the words to express my gratitude to you all for what you have accomplished this far. I pray for great health for you all as you continue this labor of love. Thank you. I read somewhere that there is no donations being accepted and something about server...I am not sure I understand enough about how to do that, but would be willing to possibly share the Monthly fee. Title: Re: Paragon Chat 0.99 Beta! Post by: Aggelakis on August 25, 2015, 01:07:53 AM I read somewhere that there is no donations being accepted and something about server...I am not sure I understand enough about how to do that, but would be willing to possibly share the Monthly fee. If you want to donate to Tony's hosting fees, there is a "Buy us coffee?" link on the homepage: http://cohtitan.com But yes, we are not taking money for this project, as that turns it into a gray area we don't want to tread in. Title: Re: Paragon Chat 0.99 Beta! Post by: Hellgeist on August 25, 2015, 03:23:18 AM You guys are a credit to humanity, THANK YOU for doing this. Seriously, I never thought I'd fly in Paragon again. Title: Re: Paragon Chat 0.99 Beta! Post by: Pearl Dragon on August 25, 2015, 03:50:45 AM Thank you so much for the travel powers! Title: Re: Paragon Chat 0.99 Beta! Post by: Azrael on August 25, 2015, 10:28:10 AM Teleportation is fundamentally different from the other travel powers for (what technically knowledgeable players probably find) obvious reasons. Sprint and Walk are only different in animation played and speed of motion. Otherwise, they are essentially identical movement powers. Flight is not much more different than sprint: the main difference is turning off gravity. Super jumping is different because of the way it works: it has a horizontal (sort of) component that is like sprinting, and a vertical component involving the jumping upward and falling downward part. Superleap and ninja run are, in effect, identical movement modes with small differences in animation sequence and movement/velocity/altitude caps. They are different from simple running, but not by a huge amount. Teleportation is fundamentally different from all of those. Teleportation involves setting a teleportation target, which uses different controls than movement which just uses directional inputs. Teleportation then requires a sequence of actions to take place: a teleport-out animation, followed by setting a flag that allows instant change in location without "warping" followed by reseting location to the targeted area, followed by playing a teleport-in animation, followed by setting the residual "hover" that teleport used to prevent instant gravitational acceleration (i.e. plummeting from the sky), followed by expiring that residual hover. Teleportation is so different from all the other forms of movement, its better to not even think of teleportation as a form of movement. Its actually a form of power activation that happens to cause movement. In some ways it would be easier to get Power Bolt working (visually) than teleportation. Thank you for providing the technical explanation. Hopefully the legendary coding powers of he who walks with code can crack 'the code' as teleport is, allegedly, his favourite travel power. I was excited to see Walk, Sprint, SuperSpeed and Fly (my favourite!) released ahead of schedule and had heaps of fun exploring the zones again via the air. They are much faster than I remember (like they are all 3 slotted+) and better for it. A great 'in progress' gift while we await 1.0 and 1.1 etc. Now we can 'get around' much better. Mega thanks to Codewalker and the SCoRE team. I find it curious that this is 'simulated' - i.e. they seem to work just like the originals to me... I'm aware from your posts, Arcana, that SuperJump will be slightly less straightforward but it will be great to have that and Ninja jump back. And one thing that really IS cool...? IS ACTUALLY HAVE THE POWER BUTTONS IN THE POWER TRAY! They may 'not' be combat ones...but it's something that wasn't lost on me. We have: a server, we can chat, we have zones, we have community, we can RPG, we can emote, we can have costume contests, we can explore, we travel powers NOW (and four of them!) so we can explore even better! All these things seemed impossible after the closure two years ago. Now they are born again. I can't wait for the 1.2 patch with GM powers (and the intriguing insertion of LUA scripting much later..?) and you see the potential for extending the game beyond the scope of the original developers. Imaginary future some ways off... It may be a way off...but having the zone editors in the hands of the community, modding of powers, npcs, creating your own zones with NPCs...running your own server...it makes you wonder where this game can go. Once combat comes back and you have GM powers with LUA scripting with a zone editor... CoH gets it's own 'Construction Kit' where you can make your own 'CoH' game. Zones, missions, NPCs, maybe powers, archetypes. Sure, I'm getting carried away. But in the current timeline...I see potential for the future if the game has 'tools' given to the CoH community. eg. Sure the map/zone creator needs a server...but if that's one day reverse engineered...that would be amazing in the hands of the community. Once the code of the game is reverse engineered then surely modding tools are the next step. Though it may never quite be the 'original' CoH game...it won't have to be...it could potentially be something far better and in excess of what the developers had achieved..? As for the reality of now. I'm thrilled with each step. Server. Chat. Travel powers. *Eyeballs issue 1.2 and GM 'powers...' (creating your own chat zone and summoning static NPCs?) It's great to have this labour of love giving the game back, brick by brick, to the community where it belongs not on some 'empire builder's' dusty shelf. Azrael. PS. Regarding the art for TO, DO, SO and IO inventions. Is the art in the client or will they have to be created from scratch? I'm thinking for any eventual missions/xp/seeing trainers for enhancements. Of course while this isn't on the timeline, understandably... I notice the power buttons for fly etc. look like the originals...so I presume they were in the client also? Just a general thought. Title: Re: Paragon Chat 0.99 Beta! Post by: Rejolt on August 25, 2015, 11:42:52 AM I thought the biggest issue with super jump was in jump/air control. The powers we have now affect gravity, jump height and speed but not in air jump/fall control. Flight still has that drift to it that hover never did (by design, hover was meant to be used in combat where flight was more awkward). Was SJ simply less gravity or was there something special that gave us air control? Title: Re: Paragon Chat 0.99 Beta! Post by: Codewalker on August 25, 2015, 01:39:39 PM I'm curious as to what exactly makes it so difficult to add Teleportation in... I mean, I keep hearing/reading about how Teleportation is the one Travel Power that is the most difficult to add in, but why? 1. It's a different command from the client since it includes target location (as well as camera coordinates for line of sight checking but that's another matter). 2. It's not a simple maintained FX attached to the entity, it involves playing two distinct FX. The two FX must be played with precise timing to coincide with the location change for the teleportation to look convincing. This also has to be synchronized to other players. As it's primarily a chat program, Paragon Chat is usually rather lax when it comes to timing, just letting things happen whenever and not maintaining any kind of globally synchronous time reference between players. 3. Currently all location updates are sent as interpolated, making players slide from source to destination. Protocol additions are necessary to indicate an instantaneous move. This is needed for in-zone doors to work properly as well, but isn't quite as noticeable there. Maybe I've worked with COH too much but I have a hard time understanding how people can look at travel powers and not realize how much more complex Teleport is. I thought the biggest issue with super jump was in jump/air control. The powers we have now affect gravity, jump height and speed but not in air jump/fall control. The issues with SJ aren't specific to SJ in particular. They are also a problem for jumping in general already, but a standard jump is short enough that the issue is masked by PC's low update frequency anyway. With superjump, they just become a lot more obvious. The two possibilities are either to implement the more advanced motion synchronization I have in mind (but was planning for further down the road), or create a temporary workaround by adding an attribute containing estimated maximum jump time remaining, so that other players can predict when to switch gravity back on and start the entity falling. The second method gets us Super Jump quicker, but isn't really complete. It will still rubber band pretty badly when someone lets go of the space bar early, and will then need to be torn out and replaced when movement streaming is added. Title: Re: Paragon Chat 0.99 Beta! Post by: Codewalker on August 25, 2015, 01:55:04 PM I find it curious that this is 'simulated' - i.e. they seem to work just like the originals to me... I'm managing expectations because I know people will see the icons and start thinking it's "just" a matter of enabling combat powers. They are simulated because Paragon Chat does not have a powers system to speak of. It does not even load the powers data. It is hardcoded to send the client a power list of 3575737816, 1765014394, 1732896497, and 1013339550. Cookie to the first person to tell me what those numbers mean*. It doesn't maintain any state other than what is actively toggled. Upon receiving a power activation request, it just looks to see if the requested power is in powerset 26, 27, or 28 (long story, the client thinks a blank character has 26 powersets because of all the auto-granted ones), looks at the index within the set, and calls the appropriate hardcoded handler. It doesn't queue the power, it just immediately processes it. It doesn't handle recharge. It doesn't perform any activation checks. It doesn't have any targeting to speak of. It doesn't apply any persistent attribmods, instead just tweaking the movement values on activation / deactivation. It doesn't process endurance cost. The maintained FX are hardcoded; and I didn't bother putting in the one for Sprint. The values are hardcoded as well. It doesn't have real exclusion groups, it just clears all other toggles when you activate something -- something else that will need to be fixed for SJ since it's often paired with SS. All of this lives in hacks.c, because the whole thing is a huge hack so that travel powers "work" much sooner than it would take to implement a full powers system. * No purchase necessary. Employees of the Titan Network are not eligible. Contest may be entered by forum members who are not Arcana. Title: Re: Paragon Chat 0.99 Beta! Post by: davpa on August 25, 2015, 03:54:07 PM 1. It's a different command from the client since it includes target location (as well as camera coordinates for line of sight checking but that's another matter). 2. It's not a simple maintained FX attached to the entity, it involves playing two distinct FX. The two FX must be played with precise timing to coincide with the location change for the teleportation to look convincing. This also has to be synchronized to other players. As it's primarily a chat program, Paragon Chat is usually rather lax when it comes to timing, just letting things happen whenever and not maintaining any kind of globally synchronous time reference between players. 3. Currently all location updates are sent as interpolated, making players slide from source to destination. Protocol additions are necessary to indicate an instantaneous move. This is needed for in-zone doors to work properly as well, but isn't quite as noticeable there. How about instead we just have waypoint transportation, like they do in Second Life. Just a simple transport to a set of coordinates with no animation associated via line command. This would allow us to just broadcast the coordinates and people can then zap to that location, if they wish to. I'm sure event coordinators would love that. It just seems that Teleport is so different, as your explanation, that we should just be more practical about it and forgo animating it and treating it as a power. Instead we should treat Teleport as a QoL for a visual chat program. We have so many other visually interesting travel powers to work on that "cracking" Teleport as a Power is not spending limited time and resources wisely. Just my 0.02. Title: Re: Paragon Chat 0.99 Beta! Post by: Gryphon on August 25, 2015, 06:46:19 PM Thanks for all the hard work to bring travel powers to Paragon Chat. I spent a lovely afternoon flying around my old haunts today :) Title: Re: Paragon Chat 0.99 Beta! Post by: Arcana on August 25, 2015, 07:34:35 PM I find it curious that this is 'simulated' - i.e. they seem to work just like the originals to me... I'm managing expectations because I know people will see the icons and start thinking it's "just" a matter of enabling combat powers. They are simulated because Paragon Chat does not have a powers system to speak of. When people ask for Sprint or Superspeed or Superjump, colloquially they are usually asking for the movement capability. But remember: those are travel powers - emphasis on "powers." The 0.99 travel powers are fakes: Codewalker is doing a more low level and sophisticated version of what I was making my bot do: move at a certain speed and play a certain animation (and in some cases add some visual effects like superspeed's trail or flight's shimmer). Its yanking on the visual strings of the puppet. Its a subtle but important distinction. Nothing you're seeing in Paragon Chat right now is a "power" "working." Title: Re: Paragon Chat 0.99 Beta! Post by: Arcana on August 25, 2015, 07:39:29 PM How about instead we just have waypoint transportation, like they do in Second Life. Just a simple transport to a set of coordinates with no animation associated via line command. This would allow us to just broadcast the coordinates and people can then zap to that location, if they wish to. I'm sure event coordinators would love that. It just seems that Teleport is so different, as your explanation, that we should just be more practical about it and forgo animating it and treating it as a power. Instead we should treat Teleport as a QoL for a visual chat program. We have so many other visually interesting travel powers to work on that "cracking" Teleport as a Power is not spending limited time and resources wisely. Just my 0.02. In fact, the easiest travel power for Codewalker to create is one that didn't exist in City of Heroes. I call it SuperWarp and bots currently can do it. You just set your location to (x,y,z) and Paragon Chat (i.e. the City of Heroes game client) will "warp" you to that location in about a quarter of a second at ludicrous speed. You will literally be visually seen to rapidly move to that location, passing through walls and other obstructions effortlessly. I suspect the only reason Paragon Chat can't do that quite yet is because it hasn't been well thought out yet with regard to abuse and problematic effects. That's assuming you *can't* do that yet, and there isn't some supersekret xmpp_warp_my_ass_here command. Title: Re: Paragon Chat 0.99 Beta! Post by: Stitchified on August 25, 2015, 11:54:13 PM 1. It's a different command from the client since it includes target location (as well as camera coordinates for line of sight checking but that's another matter). 2. It's not a simple maintained FX attached to the entity, it involves playing two distinct FX. The two FX must be played with precise timing to coincide with the location change for the teleportation to look convincing. This also has to be synchronized to other players. As it's primarily a chat program, Paragon Chat is usually rather lax when it comes to timing, just letting things happen whenever and not maintaining any kind of globally synchronous time reference between players. 3. Currently all location updates are sent as interpolated, making players slide from source to destination. Protocol additions are necessary to indicate an instantaneous move. This is needed for in-zone doors to work properly as well, but isn't quite as noticeable there. Maybe I've worked with COH too much but I have a hard time understanding how people can look at travel powers and not realize how much more complex Teleport is. Well, I'd like to say I know how complex Teleport is, but I don't know all that much, I mean, I know that Teleport is definitely the hardest Travel Power to implement because as you said, Teleport requires a target location unlike all the other powers but that's about as far as my knowledge goes... Thank you for taking the time to explain it to me though! Title: Re: Paragon Chat 0.99 Beta! Post by: Felderburg on August 26, 2015, 12:37:46 AM How about instead we just have waypoint transportation, like they do in Second Life. Just a simple transport to a set of coordinates with no animation associated via line command. This would allow us to just broadcast the coordinates and people can then zap to that location, if they wish to. I'm sure event coordinators would love that. It just seems that Teleport is so different, as your explanation, that we should just be more practical about it and forgo animating it and treating it as a power. Instead we should treat Teleport as a QoL for a visual chat program. We have so many other visually interesting travel powers to work on that "cracking" Teleport as a Power is not spending limited time and resources wisely. Just my 0.02. That was my thinking. I don't know enough about teleport to actually suggest anything useful, but it seemed to me that a lot of the issues raised were animation based. But it does seem to be possible, per Arcana's post, as long as you know the coordinates. Which I guess is where the trick comes in: either you have people warping all over the place using whatever numbers they feel like entering, or you figure out a way to ensure specific coordinates are used. I guess a "warp to person" would be a happy medium. You could allow the client to grab locations from people, and go to those spots only. Or something. Title: Re: Paragon Chat 0.99 Beta! Post by: GenericHero05 on August 26, 2015, 01:30:24 AM I used Super Speed when I first began playing back in '04. I later switched to only Super Jump. Ahh... but to now hear that Super Speed kick in again when it's toggled made me fill up. Thank you all! Title: Re: Paragon Chat 0.99 Beta! Post by: MaidMercury on August 26, 2015, 01:36:35 AM Thank you Team Codewalker. tried out the powers, felt like 2012 again.... I never thought we be traveling in Paragon again, it is sweet to be home. "you open a door and reveal a door behind", humorous clips. Title: Re: Paragon Chat 0.99 Beta! Post by: Arcana on August 26, 2015, 01:46:07 AM That was my thinking. I don't know enough about teleport to actually suggest anything useful, but it seemed to me that a lot of the issues raised were animation based. But it does seem to be possible, per Arcana's post, as long as you know the coordinates. Which I guess is where the trick comes in: either you have people warping all over the place using whatever numbers they feel like entering, or you figure out a way to ensure specific coordinates are used. I guess a "warp to person" would be a happy medium. You could allow the client to grab locations from people, and go to those spots only. Or something. As a matter of fact, my bot has a /comehere command that does the reverse: when told to do this, the bot calculates a position about five feet away from the sender and "warps" to that location. You can see how it works more or less at the very beginning of this video: https://www.youtube.com/watch?v=JWj3IXMwzNo . There are issues, though. Bots don't have to obey the geometry of the game, but players do because the CoH client itself enforces them. If you're not careful, a feature like this can easily accidentally warp yourself into the geometry or get you stuck in the ground. /stuck will unstick you, but in Paragon Chat I believe /stuck also teleports you to the original zone-in location. It does not just bump you to the nearest clear spot in your immediate area. Title: Re: Paragon Chat 0.99 Beta! Post by: MomentaryGrace on August 26, 2015, 02:17:01 AM Yes, I'm adding my very grateful and excited thanks as well, I hadn't been on PC in a little while, taking care of stressful RL issues (car related), but today I can fly! I can run faster than a speeding bullet (or something like that)! It's just simply wonderful. Title: Re: Paragon Chat 0.99 Beta! Post by: Rejolt on August 26, 2015, 03:04:16 AM Yes, I'm adding my very grateful and excited thanks as well, I hadn't been on PC in a little while, taking care of stressful RL issues (car related), but today I can fly! I can run faster than a speeding bullet (or something like that)! It's just simply wonderful. More like faster than a Verlander pitch... But I'll take it just the same. Title: Re: Paragon Chat 0.99 Beta! Post by: mdlittle on August 26, 2015, 02:16:19 PM They are simulated because Paragon Chat does not have a powers system to speak of. It does not even load the powers data. It is hardcoded to send the client a power list of 3575737816, 1765014394, 1732896497, and 1013339550. Cookie to the first person to tell me what those numbers mean*. Well, let me provide my disclaimer saying I am nowhere near a coder..., - ...now, with that being said, it seems to me that those numbers relate to the process unto which teleport functions - the graphics starting teleport, the elimination of avatar, the new point unto which the avatar is respawned and then the graphics finalizing the teleport (along with the subsequent diminishing hover after effect). Is that what those numbers really mean? Pfft, heck if I know...but teleport is essentially a four-step process. Made sense to me at the time... ^_^ Title: Re: Paragon Chat 0.99 Beta! Post by: Felderburg on August 26, 2015, 04:31:34 PM Well, let me provide my disclaimer saying I am nowhere near a coder..., - ...now, with that being said, it seems to me that those numbers relate to the process unto which teleport functions - the graphics starting teleport, the elimination of avatar, the new point unto which the avatar is respawned and then the graphics finalizing the teleport (along with the subsequent diminishing hover after effect). Is that what those numbers really mean? Pfft, heck if I know...but teleport is essentially a four-step process. Made sense to me at the time... ^_^ I thought CW was referring to the 4 "powers" now available: walk, sprint, superspeed, and fly. I have no idea what they mean, but it is interesting to me that the one for walk (which is in tray slot 1) has the highest number, and was added to the game latest. But that is the extent of anything I can decipher, if that. Title: Re: Paragon Chat 0.99 Beta! Post by: Super Firebug on August 26, 2015, 04:38:16 PM After getting to enjoy travel powers in PC, I experienced something odd at work today - a vaguely-familiar thought/feeling. It actually took me a couple of seconds to realize what it was: "I sure wish quitting time would get here, so that I can go home AND PLAY CITY OF HEROES." For the first time in three years, I found myself thinking that, and in those words - "play City of Heroes". Thank you, CW & Co. (THeM, whenever you're ready....) Title: Re: Paragon Chat 0.99 Beta! Post by: Codewalker on August 26, 2015, 05:47:29 PM I have no idea what they mean, but it is interesting to me that the one for walk (which is in tray slot 1) has the highest number, and was added to the game latest. But that is the extent of anything I can decipher, if that. I didn't list them in the order that they're sent (or the order that they appear in the tray for that matter). Title: Re: Paragon Chat 0.99 Beta! Post by: Arcana on August 26, 2015, 07:42:53 PM They are simulated because Paragon Chat does not have a powers system to speak of. It does not even load the powers data. It is hardcoded to send the client a power list of 3575737816, 1765014394, 1732896497, and 1013339550. Cookie to the first person to tell me what those numbers mean*. Well, since I'm not eligible for the grand prize I'm not going to spoil everyone else's fun, but just looking at the numbers they can only be one of a very few things. Title: Re: Paragon Chat 0.99 Beta! Post by: chuckv3 on August 26, 2015, 09:29:19 PM Well, since I'm not eligible for the grand prize I'm not going to spoil everyone else's fun, but just looking at the numbers they can only be one of a very few things. These are likely just constants that refer to the individual powers, and these probably come in from a header file that is used to compile both the server and the client. The numbers (other than being distinct) probably have no meaning other than that. I'm betting that when a character logs in (or zones in), the server asks for lots of info about them, and these part of the data package. Title: Re: Paragon Chat 0.99 Beta! Post by: Arcana on August 26, 2015, 10:13:56 PM These are likely just constants that refer to the individual powers, and these probably come in from a header file that is used to compile both the server and the client. The numbers (other than being distinct) probably have no meaning other than that. I'm betting that when a character logs in (or zones in), the server asks for lots of info about them, and these part of the data package. 1. Generically speaking, they have to be constants that somehow refer to the powers. 2. They almost certainly aren't data contained in header files. That's a common conceptual error when one doesn't have experience dealing with data-driven software like MMOs. Almost all of the data that corresponds to content in the game of any kind isn't "compiled" into the game software. The game software itself is an engine that references data elements contained in some kind of text file, binary content file, or database. 3. Power trays were saveable by players, so servers had a way to save the contents of the power tray and restore them when the player logged back in. So the numbers are almost certainly what the server would have sent if the player happened to have a power tray that looked like what Paragon Chat's looks like. However, its an unsatisfying answer (I think) to say "those numbers represent the powers in the tray" because I think as stated that's obvious. I think Codewalker wants to know if someone could explain specifically what those numbers actually tell the client. For example, does it tell the client "put these four icons in the tray" and the numbers represent the ids of the actual icons? Or does it tell the client "the player has these four powers in their tray in this order" and the numbers represent the powers themselves, and the client is capable of figuring out what icon to put in which spot based on that information? Hypothetically speaking, the numbers could even be an encoded bit of data that specifies, for each number, a power and a tray location (but its not). I honestly haven't gone to check myself, but I can say that I suspect more players than just me could figure it out, on the assumption that I'm right and those ten digit numbers are really eleven digit numbers, in a manner of speaking. Title: Re: Paragon Chat 0.99 Beta! Post by: Leandro on August 26, 2015, 10:39:40 PM I am pretty sure that the answer he's looking for is "how do those 4 numbers map to the specific powers that show up on the client?" If what I'm thinking of is correct, the same mapping method applies to the number in a P-string. Title: Re: Paragon Chat 0.99 Beta! Post by: Codewalker on August 27, 2015, 05:29:50 AM These are likely just constants that refer to the individual powers Warmer. and these probably come in from a header file that is used to compile both the server and the client. The numbers (other than being distinct) probably have no meaning other than that. Colder. I'm betting that when a character logs in (or zones in), the server asks for lots of info about them, and these part of the data package. Getting toasty. So the numbers are almost certainly what the server would have sent if the player happened to have a power tray that looked like what Paragon Chat's looks like. Icy. Hint: They don't have anything to do with the tray. Paragon Chat sends the tray as four trios of numbers: (1, 26, 1) (1, 26, 0) (1, 27, 0) (1, 28, 0) Where 1 indicates that the type of the tray item is a power. 26 is an index into a 0-based array, so the 27th powerset (Inherent.Inherent in this case), and 1 is the 2nd power in that set, in the order that the player acquired them (Walk). 26,0 is Inherent.Inherent.Sprint. 27 is the Speed pool, and 28 is the Flight pool, as they are the only sets that the player's character has other than the auto-granted ones. If what I'm thinking of is correct, the same mapping method applies to the number in a P-string. You should know that you're automatically disqualified as well. :P Title: Re: Paragon Chat 0.99 Beta! Post by: Arcana on August 27, 2015, 08:06:21 AM Icy. In that case I misunderstood the question being answered. I guess now I'm going to actually have to look them up. Title: Re: Paragon Chat 0.99 Beta! Post by: Dyne on August 27, 2015, 01:12:42 PM I'd gotten as far as "Those look like PStrings, sans P", but wasn't sure where to go beyond that. Title: Re: Paragon Chat 0.99 Beta! Post by: mdlittle on August 27, 2015, 05:13:07 PM In that case I misunderstood the question being answered. I guess now I'm going to actually have to look them up. At least you got a temperature rating...I got a rock (...of course, it would help if I actually understood the question...). :-[ Title: Re: Paragon Chat 0.99 Beta! Post by: Doc Artz on August 27, 2015, 11:46:40 PM Thank you Team Codewalker. tried out the powers, felt like 2012 again.... I never thought we be traveling in Paragon again, it is sweet to be home. "you open a door and reveal a door behind", humorous clips. I totally agree. To say the lease it is a whopping morale booster 8) Title: Re: Paragon Chat 0.99 Beta! Post by: Valtyr on August 28, 2015, 12:38:11 AM Quote Oops! Somebody's in there and they're not dressed! This one gave me a good chuckle. Thanks for these little eggs for us. Title: Re: Paragon Chat 0.99 Beta! Post by: Warchicken on August 28, 2015, 04:47:39 AM Everytime I come home from work now, I'm almost giddy with excitement to see if there's a new update ! ;D I'm super happy that I've grabbed the custom emotes, because NOW I can start making CoH comics again with my screenshots ! Title: Re: Paragon Chat 0.99 Beta! Post by: dooferbrains on August 28, 2015, 09:26:11 AM This new update is wonderful. You totally did it. I didn't think the simulated travel powers would look just like their original counterparts. It's neat seeing powers in the tray again. Would it be possible to speed up walking just a teensy bit? I understand if the answer is no. Thank you for your time. Title: Re: Paragon Chat 0.99 Beta! Post by: Kobolt on August 28, 2015, 06:22:00 PM You have made an old man's heart feel young again...this is amazing!!! Title: Re: Paragon Chat 0.99 Beta! Post by: Shenku on August 29, 2015, 07:38:59 AM It is hardcoded to send the client a power list of 3575737816, 1765014394, 1732896497, and 1013339550. Cookie to the first person to tell me what those numbers mean*. Granted, this is just a rough educated guess, but I'm guessing something to do with the individual powers' ID numbers within the client's power structured (Struct) database to look up and identify these powers' data from within the client-side's database so it knows what visual UI image to display in the tray, as well as which visual effects, sounds, and animations it should be referencing and pulling up to be played when the power is called... Basically, the power information itself (its visual aspect at least, not its functionality) is likely all stored inside the struct database on the client's end, where each power is stored as a series of variables for all the needed client information(the visual aspects), and each power is assigned an ID number so the server can call the information up as needed without having to send excessive amounts of information to the client, since the client can just reference it locally without worrying about network latency. It's possible, though I'm not entirely certain, that a portion of the ID number might actually reference specific variables within a specific power's struct information, allowing a single line like 3575737816 to tell the client that the power struct that needs to be pulled up is Flight pool's variation of Fly, and the client needs to play specific effects and animations according to the numbers in that line. So like (bare with me, rough number generalizations) 35 might be the first few digits to indicate that it needs to pull up the struct data for Fly, 75 might call up the specific animation state to be played, and 73 might be referencing the visual FX that needs to be rendered, and 78 could be telling it which sounds need to be played, and 16 could be referencing the specific power icon to be displayed in the tray and buff sub-display (not sure what it's called, the visual buff indicators that sit under the health/endurance bar). I'm honestly a little iffy on this last part though, and I could be completely wrong about it, because it would become really cumbersome to be programming all the power references like this. It would probably require a massive spreadsheet just to keep the references all straight, but at the same time, it'd probably be a lot more efficient for the server to send and receive that single line of numbers to update all the client's information and have them pull it up locally than having to directly reference every effect, animation, sound, exc. separately to sync all the clients together to display the same thing... Of course, it could just have all those variables factored into the struct by default, and it's just pulling up all the information at once from the database in order to render and display the power being used, and the number itself is just a sequentially assigned ID number based on when the programmer actually made the power... Again though, just a rough couple of guesses based off what I've learned in building my own games... I have enough experience in programming to say that that's what I would think to consider for designing the system (at a glance at least, in terms of actually building it though, I'd probably be doing it wrong and my brain would probably explode trying to straighten it out...), but I'm mostly an artist and not a programmer, so I could be thinking about this all wrong... Title: Re: Paragon Chat 0.99 Beta! Post by: Nyghtshade on August 31, 2015, 02:15:22 PM Here's an odd question. I didn't have CoH Beta on my laptop, but I do on my PC, so I copied the CoH Beta file from the NCSoft folder on my PC (which is where I had originally saved it) to a thumbdrive, and then uploaded it from the thumbdrive to the NCSoft folder on my laptop. So far, so good. Then I went back to my PC, thinking to save an extensive Tequila download time, and copied my entire Tequila, Icon I-24 folder (including the ParagonChat file) from My Documents, which is where I'd saved that, to the thumbdrive, and then uploaded it from the thumbdrive to the My Files folder on my laptop. Everything looked to be good, so I made a Tequila shortcut and put it on my desktop, then clicked it - and it said it needed to download & install Tequila. That seemed a little odd to me, but I assumed it would just check the newly uploaded Tequila files and update as needed. (Took about an hour). When that was done, I activated Tequila as usual, got the Tequila 1.0.0.16 window, watched the green bar fill, and hit play. That opened the Paragon Chat Version 0.99 Beta log-in screen, as usual. I then logged in with my regular CoHTitan log-in username and PW, and it opened Paragon Chat as usual, and when to my character-select screen. However, none of my characters were there, even though I'd copied everything (I thought) from my PC where I usually play around in Paragon Chat. I'm not sure what step I've missed? If it's the same log-in, and all the CoH-Beta & Tequila, Icon I-24 files have been copied over from the PC, shouldn't I be seeing all the characters I'd created from the PC version? Or do I have to recreate the characters again (realizing that yes, all my saved costume files will be there) because I'm using a different device? Title: Re: Paragon Chat 0.99 Beta! Post by: JadeFalcon on August 31, 2015, 02:38:42 PM You need to copy the ParagonChat folder from your PC to your laptop if you want to use the same account. Depending on which OS you have, it will be located in one of these folders: Users\<username>\AppData\Roaming Documents and Settings\<username>\Application Data Just overwrite the ParagonChat folder that's already there and you should be good to go. :) Title: Re: Paragon Chat 0.99 Beta! Post by: Yuro on August 31, 2015, 03:32:54 PM If you've got a cloud storage account (like Dropbox, OneDrive, etc.), and are using Windows Vista or newer*, you can move the "Paragon Chat" folder to it, and use the SysInternals "junction" or the Windows 8+ "mklink" command to create a directory junction to the cloud storage folder. That lets you have the same characters across multiple PCs, and gives you the added benefit of backups in case your PC dies. Example: These steps only need to be run on the PC you've got your characters on 1. Move "Paragon Chat" from the %APPDATA% folder to your cloud storage. Make note of the full path to which you've moved it, e.g. "C:\Users\MyAccount\Dropbox\Paragon Chat". These steps need to be run on every PC that you want to play Paragon Chat on 2. If using Windows Vista or 7, download the "junction" tool from the Microsoft SysInternals website (https://technet.microsoft.com/en-us/sysinternals/bb896768.aspx). Place it in C:\Windows\System32 or another folder. If using Windows 8+, no download is necessary. 3. Open a command prompt. 4. Run "cd %APPDATA%" to go to your AppData\Roaming folder. 5a. If Windows Vista or 7: \path\to\junction.exe "%APPDATA%\Paragon Chat" "\path\to\cloud_paragon_chat_location" 5b. If Windows 8+: mklink.exe /j "%APPDATA%\Paragon Chat" "\path\to\cloud_paragon_chat_location" * Theoretically Windows XP also supports directory junctions, but I haven't tried this on XP. Title: Re: Paragon Chat 0.99 Beta! Post by: Nyghtshade on August 31, 2015, 07:03:22 PM I have no cloud account, and am using Windows 7 for PC. I have a Paragonchat file (not folder) inside the Tequila, Icon I-24 folder, but that was copied over to the laptop when I copied over the entire Tequila folder. I'm not finding a Tequila folder. I do have a "Data" folder inside the COH Beta folder, but it has nothing about Paragonchat inside it. Title: Re: Paragon Chat 0.99 Beta! Post by: FloatingFatMan on August 31, 2015, 07:54:09 PM I have no cloud account, and am using Windows 7 for PC. I have a Paragonchat file (not folder) inside the Tequila, Icon I-24 folder, but that was copied over to the laptop when I copied over the entire Tequila folder. I'm not finding a Tequila folder. I do have a "Data" folder inside the COH Beta folder, but it has nothing about Paragonchat inside it. ParagonChat creates it's own data folder inside the Users directory. To get to it, open an explorer window and type %APPDATA% into the address bar and press enter. You will see a ParagonChat folder. You need to copy that to the new machine in the same location. Title: Re: Paragon Chat 0.99 Beta! Post by: Nyghtshade on August 31, 2015, 08:18:55 PM Success!! Thanks, guys, you all are great! :D Title: Re: Paragon Chat 0.99 Beta! Post by: Arcana on August 31, 2015, 09:01:55 PM If you've got a cloud storage account (like Dropbox, OneDrive, etc.), and are using Windows Vista or newer*, you can move the "Paragon Chat" folder to it, and use the SysInternals "junction" or the Windows 8+ "mklink" command to create a directory junction to the cloud storage folder. That lets you have the same characters across multiple PCs, and gives you the added benefit of backups in case your PC dies. Example: These steps only need to be run on the PC you've got your characters on 1. Move "Paragon Chat" from the %APPDATA% folder to your cloud storage. Make note of the full path to which you've moved it, e.g. "C:\Users\MyAccount\Dropbox\Paragon Chat". These steps need to be run on every PC that you want to play Paragon Chat on 2. If using Windows Vista or 7, download the "junction" tool from the Microsoft SysInternals website (https://technet.microsoft.com/en-us/sysinternals/bb896768.aspx). Place it in C:\Windows\System32 or another folder. If using Windows 8+, no download is necessary. 3. Open a command prompt. 4. Run "cd %APPDATA%" to go to your AppData\Roaming folder. 5a. If Windows Vista or 7: \path\to\junction.exe "%APPDATA%\Paragon Chat" "\path\to\cloud_paragon_chat_location" 5b. If Windows 8+: mklink.exe /j "%APPDATA%\Paragon Chat" "\path\to\cloud_paragon_chat_location" * Theoretically Windows XP also supports directory junctions, but I haven't tried this on XP. For those uncomfortable with manually making hard links and such, there is an app out there designed explicitly to mostly automate this process: http://dropboxifier.codeplex.com/. I've played around with it in the past and it seems to work, but I'm not an expert in its functionality (however, what it does is pretty simple). Basically, the app creates its own little database of links that ask for, creates them, and also informs you if the computer you are on doesn't have those links. In other words, you load the app and run it, you tell it to make a link, such as for Paragon Chat, it moves the files to Dropbox and makes the link. If you go to another PC with Dropbox and run the app, the app will tell you basically that another PC of yours has a link for Paragon Chat, would you like to make that link here as well (it does that by highlighting the links in red on that PC). If you already have files there, it asks you whether you want to overwrite or merge them, keeping the newest copy. Title: Re: Paragon Chat 0.99 Beta! Post by: Magnum on September 05, 2015, 04:36:43 AM My I24 CoH folder is missing something. When I download paragon chat 0.99 beta I get a popup saying "you must start Paragon Chat from a folder containing a complete installation of City of Heroes" ... well I have no clue where the complete installation went as I never did anything with it after the game shut down, UGH. Is there anything I can do? Title: Re: Paragon Chat 0.99 Beta! Post by: Aggelakis on September 05, 2015, 05:55:08 AM If you have the files from the live servers, you do not have I24. You have I23. You need the beta server files for Paragon Chat. http://www.savecoh.com/p/download-issue-24-beta.html (note: the torrent has few seeds so your best bet is to get Tequila or Island Rum, noted further down the page) Title: Re: Paragon Chat 0.99 Beta! Post by: MaidMercury on September 05, 2015, 06:44:28 PM Interesting, just like Faultline, there are some buildings with elevators. touching the door brought me up/down a tall radio tower building behind AE in Atlas. If this is old news, disregard my silly discoveries in Paragon chat. (https://i1094.photobucket.com/albums/i451/BlueDalek/Elevator_zpscogjtswm.gif) (http://s1094.photobucket.com/user/BlueDalek/media/Elevator_zpscogjtswm.gif.html) Title: Re: Paragon Chat 0.99 Beta! Post by: Katzen on September 05, 2015, 07:51:10 PM Yeah, you can find those kinds of doors in Praetoria too. They're pretty much just roof access to some buildings if you're too lazy to fly up or something. :P [[EDIT: Removed color tag that made it impossible to read the text. ~Agge]] Title: Re: Paragon Chat 0.99 Beta! Post by: HorseManDemon on September 05, 2015, 11:08:54 PM Though they were rather nice to find before flying was implemented. I just ran around atlas for like 2 hours seeing what building I could manage to climb on top of. (Used to practice parkour IRL so it's kind of a natural inclination :P) Title: Re: Paragon Chat 0.99 Beta! Post by: Iron-Emerald on September 07, 2015, 03:12:37 AM Glad to hear that I'm not the only one, I spent almost all my time trying to see how high I could get without the use of travel powers until flight was implemented. Kept meaning to try and get organised enough to turn it into a game... Like each person takes a picture somewhere hard to get to, then the next person tries to take a picture in the same place and then submits a destination of their own! Title: Re: Paragon Chat 0.99 Beta! Post by: themamboman on September 21, 2015, 03:16:18 PM Is the Katie Hannon TF map available in the map menu? Title: Re: Paragon Chat 0.99 Beta! Post by: FloatingFatMan on September 27, 2015, 07:29:32 PM Just wondering... Is there any intention to set the perma-night time flag in the zones over Halloween? Title: Re: Paragon Chat 0.99 Beta! Post by: Nyghtshade on September 27, 2015, 08:56:26 PM Just wondering... Is there any intention to set the perma-night time flag in the zones over Halloween? Oh, that would be sweet, if it's possible. :) Title: Re: Paragon Chat 0.99 Beta! Post by: Arcana on September 28, 2015, 08:26:11 PM Just wondering... Is there any intention to set the perma-night time flag in the zones over Halloween? I don't know the answer to this question but I should post a reminder that there's no central server for Paragon Chat and thus what you see in terms of environment is based solely on your own copy of Paragon Chat. If Paragon Chat is patched to support such things, only people running that version of Paragon Chat would see that effect. People running older versions wouldn't, and because updating isn't mandatory that could be a lot of people. Mechanically for Codewalker to support "seasonal" effects he really has to put such effects into the code way in advance to ensure most players would update in time and see them. Its not like a normal MMO where the devs can patch the game tonight to allow players to see it tomorrow. If Codewalker wants to surprise Paragon Chat users with Halloween/Winter/Xmas seasonal effects, I suspect he'd want to put them in the code weeks if not months in advance. It does make me wonder if Codewalker has thought about signed global flag messages. Title: Re: Paragon Chat 0.99 Beta! Post by: themamboman on October 02, 2015, 04:06:58 PM I guess I'm addicted to updates of this program. Anyone else check this thread daily to see if a new version is out? Title: Re: Paragon Chat 0.99 Beta! Post by: FloatingFatMan on October 02, 2015, 04:39:03 PM I guess I'm addicted to updates of this program. Anyone else check this thread daily to see if a new version is out? Why? When something new is posted, it'll get a little "New" flag next to it in the thread list. :p Title: Re: Paragon Chat 0.99 Beta! Post by: Aggelakis on October 03, 2015, 03:54:21 AM Not to mention if a new version is out, PC will update itself and you can go see why. ;) Title: Re: Paragon Chat 0.99 Beta! Post by: Count Vampyro on October 04, 2015, 03:25:16 AM I found that there are still many costume parts that are locked in PC 0.99. Is this being worked, or is there way to manually unlock them? Title: Re: Paragon Chat 0.99 Beta! Post by: FloatingFatMan on October 04, 2015, 06:54:51 AM I found that there are still many costume parts that are locked in PC 0.99. Is this being worked, or is there way to manually unlock them? All parts should be unlocked, which ones are you missing? Title: Re: Paragon Chat 0.99 Beta! Post by: Count Vampyro on October 05, 2015, 06:16:45 AM I cannot launch the game with any of the costumes that were originally available for purchase once originally released, such as all of the Cybertech, all of the bodysuits, Valkyrie, Witch, Steampunk, All Body Armor, Bio-Luminescence, Circle of Thorns, Justice, and several others. They can be put on the character in the costume creator, but when the selected "locked" part is added, the "next" option to launch the game goes away. Title: Re: Paragon Chat 0.99 Beta! Post by: FloatingFatMan on October 05, 2015, 06:30:48 AM All those parts are unlocked and available, and in regular use by me and many others. How exactly are you launching the program? Title: Re: Paragon Chat 0.99 Beta! Post by: Stitchified on November 07, 2015, 11:47:08 PM So, Codewalker, how come you didn't use JSON instead of XMPP for the server used for Paragon Chat? (I'm curious due to being told by tech people that JSON is easier to use than XMPP, and it'd be nice to hear what your thoughts on the subject are) Title: Re: Paragon Chat 0.99 Beta! Post by: FloatingFatMan on November 08, 2015, 07:27:29 AM So, Codewalker, how come you didn't use JSON instead of XMPP for the server used for Paragon Chat? (I'm curious due to being told by tech people that JSON is easier to use than XMPP, and it'd be nice to hear what your thoughts on the subject are) I think you're confused. JSON is a data format, XMPP is a communications protocol; the two are not even remotely the same. I suspect you mean JSON and XML, and we've had that convo already. :p He used XML, because that's the format the XMPP protocol already uses for its message stanza's and it would be silly to fool with what's already there. Title: Re: Paragon Chat 0.99 Beta! Post by: Stitchified on November 08, 2015, 10:35:07 AM I think you're confused. JSON is a data format, XMPP is a communications protocol; the two are not even remotely the same. I suspect you mean JSON and XML, and we've had that convo already. :p He used XML, because that's the format the XMPP protocol already uses for its message stanza's and it would be silly to fool with what's already there. Yeah... I tend to get all of em confused... there's too many main things and then sub things of the main things... Doesn't XMPP have the potentional to be something more than a communications protocol? Title: Re: Paragon Chat 0.99 Beta! Post by: FloatingFatMan on November 08, 2015, 11:41:33 AM Yeah... I tend to get all of em confused... there's too many main things and then sub things of the main things... Doesn't XMPP have the potentional to be something more than a communications protocol? Define more? XMPP stands for Extensible Messaging and Presence Protocol, it is what it's designed to be. Title: Re: Paragon Chat 0.99 Beta! Post by: Stitchified on November 08, 2015, 03:06:46 PM Define more? XMPP stands for Extensible Messaging and Presence Protocol, it is what it's designed to be. Like, can XMPP ever get past being a communication language? Or will XMPP ALWAYS what it is now? Title: Re: Paragon Chat 0.99 Beta! Post by: FloatingFatMan on November 08, 2015, 04:52:43 PM Like, can XMPP ever get past being a communication language? Or will XMPP ALWAYS what it is now? It is what it's designed to be, a communications protocol. You can extend it to do things like CW has done with Paragon Chat, to include costume and positional data for game characters etc, but it's still a communications protocol. What would you want to turn it into? Title: Re: Paragon Chat 0.99 Beta! Post by: Stitchified on November 08, 2015, 09:07:37 PM It is what it's designed to be, a communications protocol. You can extend it to do things like CW has done with Paragon Chat, to include costume and positional data for game characters etc, but it's still a communications protocol. What would you want to turn it into? I don't want to turn it into anything, it's more akin to that I'm amazed at what CW did with Paragon Chat using XMPP, thus making me curious as to what XMPP can do Title: Re: Paragon Chat 0.99 Beta! Post by: FloatingFatMan on November 09, 2015, 05:48:58 PM I don't want to turn it into anything, it's more akin to that I'm amazed at what CW did with Paragon Chat using XMPP, thus making me curious as to what XMPP can do Well, sure. It's already been extended to send costume, emote and positional data to everyone in range. Don't get your hopes up for combat though. XMPP is nowhere near fast enough to enable that sort of thing, and CW's already said that's not going to happen. If you want to know what IS planned, there's a sticky thread for that. :p Title: Re: Paragon Chat 0.99b Beta! Post by: Codewalker on November 10, 2015, 07:17:15 AM Patch Notes Version 0.99b Beta • The trains are one again running on time, at least inside the station. They won't be stuck in a loop and should be synchronized between clients if your computer clock is accurate. • Trams, Ferries, Black Helicopters, Vanguard Teleports, and a bunch of other menu-based travel options now work. The destination lists were manually entered based on the information from Paragon Wiki, so hopefully they're reasonably accurate. • Seamless zoning in Praetoria will now send you to the right spot. It should no longer drop you under the bridge or out of the map completely. • Basic functionality of waypoint system is now working. It does not guide you through doors, but just points directly at whatever you have selected on the map. • Door easter eggs revamped and now work differently. Some are easier to find, some are harder to find. There are a number of new ones. Mutually exclusive messages that don't make sense together no longer appear at the same door. Monorail easter eggs removed now that those are working normally, but another entire category fleshed out substantially. Title: Re: Paragon Chat 0.99b Beta! Post by: FloatingFatMan on November 10, 2015, 07:34:05 AM Patch Notes Version 0.99b Beta • The trains are one again running on time, at least inside the station. They won't be stuck in a loop and should be synchronized between clients if your computer clock is accurate. There's a train destination for Galaxy City, however it drops you at one of the tunnel entrances rather than the tram station, and the tram station itself doesn't work. Might want to either knock that one off the list, or fix it. ;) Thanks for all your hard work! :) Title: Re: Paragon Chat 0.99b Beta! Post by: Void Huntress on November 10, 2015, 08:23:02 AM Trams, Ferries, Black Helicopters, Vanguard Teleports, and a bunch of other menu-based travel options now work. The destination lists were manually entered based on the information from Paragon Wiki, so hopefully they're reasonably accurate. Will you be adding TUNNEL at some point? I mean. The messages are amusing, but they're basically the same kinda thing as the trams, aren't they? Title: Re: Paragon Chat 0.99b Beta! Post by: Codewalker on November 10, 2015, 04:21:18 PM There's a train destination for Galaxy City, however it drops you at one of the tunnel entrances rather than the tram station, and the tram station itself doesn't work. Might want to either knock that one off the list, or fix it. ;) That's a known issue and sort of intentional. Since one of the primary groups that would have a use for Paragon Chat is roleplayers, and since Galaxy City was a favorite hangout for RPers (especially on the European servers), the goal is to elevate it back to a tier 1 zone. Whether Paragon Chat represents a fixed point in time before it was destroyed, or a parallel timeline where the meteor hit somewhere else and the other events leading up to I24 still happened, the end result is still that it's available as a location. I had previously done some experiments on the live servers, mostly using the bugged arcane SG porter that got missed, later the long-range teleport exploit. So I knew that the non-echo zone still existed, but the trainer and contact NPCs had been removed, probably to keep missions from accidentally sending you there. With PC my plan was to eventually add those back using the same method as Ascendant and Mender Sally, as special NPCs not present in the map file that the 'server' spawns anyway when the right zone is loaded. However, upon hooking it up to the monorail, I quickly discovered that the door beacon and spawn point had been removed as well. Those will be a bit more annoying to fix, but not impossible, so I decided to leave it for now since we do have mapmove/mapmenu available. Hence the following comment in the default travel.cfg file:  # Argh, the spawn location and door beacon for the monorail was # deleted from the map. Will have to hack in a hardcoded # workaround at some point. Title: Re: Paragon Chat 0.99b Beta! Post by: Codewalker on November 10, 2015, 04:25:38 PM Will you be adding TUNNEL at some point? I mean. The messages are amusing, but they're basically the same kinda thing as the trams, aren't they? No, TUNNEL is intentionally excluded. Its haphazard implementation annoyed me, and if you want nonsensical immersion-breaking fast travel that entirely disregards established lore, there is /mapmove. I do have some plans for what to do with the actual TUNNEL portals to give them a useful function down the road, but it's not something that involves travel between zones. Title: Re: Paragon Chat 0.99b Beta! Post by: FloatingFatMan on November 10, 2015, 09:26:29 PM That's a known issue and sort of intentional. Aah, didn't realise they'd deleted the spawn points. No biggies. As for Galaxy being available again... Well, seeing as the devs never bothered to further the story line after wrecking the place, how about it's now been rebuilt and is open once more? ;) Title: Re: Paragon Chat 0.99b Beta! Post by: Styrj on November 10, 2015, 10:32:35 PM I'm all for a rebuilt Galaxy City. :D Title: Re: Paragon Chat 0.99b Beta! Post by: Nyghtshade on November 11, 2015, 12:08:38 AM I recently upgraded my PC to Windows 10, and now with version 0.99b, I can open the Tequila launcher, but when it updates and I click "Play", I cannot get the narrow white Paragon Chat launch window to open. Help... Title: Re: Paragon Chat 0.99b Beta! Post by: Kelltick on November 11, 2015, 12:32:33 AM I recently upgraded my PC to Windows 10, and now with version 0.99b, I can open the Tequila launcher, but when it updates and I click "Play", I cannot get the narrow white Paragon Chat launch window to open. Help... 1st thing I'd try is to rt-click Tequila and choose "Run as Admin" Title: Re: Paragon Chat 0.99b Beta! Post by: Nyghtshade on November 11, 2015, 05:02:09 AM Apparently whatever the problem was, it sorted itself out. So nice to be able to ride the trams again. Many, many thanks, Codewalker & Team, for your continuing work on PC. :-) Title: Re: Paragon Chat 0.99 Beta! Post by: Brigadine on November 11, 2015, 06:43:04 AM Like, can XMPP ever get past being a communication language? Or will XMPP ALWAYS what it is now? it makes some mean ransomware ;) Title: Re: Paragon Chat 0.99b Beta! Post by: Brigadine on November 11, 2015, 06:46:01 AM That's a known issue and sort of intentional. Since one of the primary groups that would have a use for Paragon Chat is roleplayers, and since Galaxy City was a favorite hangout for RPers (especially on the European servers), the goal is to elevate it back to a tier 1 zone. Whether Paragon Chat represents a fixed point in time before it was destroyed, or a parallel timeline where the meteor hit somewhere else and the other events leading up to I24 still happened, the end result is still that it's available as a location. I had previously done some experiments on the live servers, mostly using the bugged arcane SG porter that got missed, later the long-range teleport exploit. So I knew that the non-echo zone still existed, but the trainer and contact NPCs had been removed, probably to keep missions from accidentally sending you there. With PC my plan was to eventually add those back using the same method as Ascendant and Mender Sally, as special NPCs not present in the map file that the 'server' spawns anyway when the right zone is loaded. However, upon hooking it up to the monorail, I quickly discovered that the door beacon and spawn point had been removed as well. Those will be a bit more annoying to fix, but not impossible, so I decided to leave it for now since we do have mapmove/mapmenu available. Hence the following comment in the default travel.cfg file:  # Argh, the spawn location and door beacon for the monorail was # deleted from the map. Will have to hack in a hardcoded # workaround at some point. Drat! Lord Nemesis moved an entire zone! Title: Re: Paragon Chat 0.99b Beta! Post by: Valtyr on November 11, 2015, 07:11:51 AM That's a known issue and sort of intentional. By coincidence, Galaxy City was the first place I decided to take the tram. It dropped me right outside of Gemini Park (technically, the Kings Row exit). I didn't have time then to try other destinations and simply thought maybe riding the train would drop you off at the same place the mapmove/menu would put you. That wouldn't have bothered me for a lot of reasons. It simply would have been fun to pretend to ride the rails again no matter where I ended up. All that aside, I'm comfortable having the Schroedinger's Galaxy City, both destroyed and not until you zone in to either one. Title: Re: Paragon Chat 0.99b Beta! Post by: Nyghtshade on November 11, 2015, 02:41:58 PM Quick technical question: My PC is on its last legs, and we have a new one on order. I'm currently backing up all my files and folders, including my Tequila folder with all the Paragon Chat files within. When the new PC comes, can I just upload the copied Tequila folder back onto it, or do I need to start from scratch and do the entire lengthy install from the links here in the Paragon Chat forum? Title: Re: Paragon Chat 0.99b Beta! Post by: Codewalker on November 11, 2015, 05:15:41 PM If you just copy your whole COH folder and run Paragon Chat from inside that it will work fine, you don't need to bother with tequila. Title: Re: Paragon Chat 0.99b Beta! Post by: Azrael on November 12, 2015, 08:33:25 AM Trains are working. Yes! Good job! Took the train from Founders, Talos, North Steel, South Steel to Galaxy. :) Azrael. Title: Re: Paragon Chat 0.99b Beta! Post by: Warchicken on November 12, 2015, 04:57:43 PM Trains are working. Yes! Good job! Took the train from Founders, Talos, North Steel, South Steel to Galaxy. :) Azrael. Yes ! For all the convenience of Mapmenu, there's just something satisfying about using the trains... It brings us that much closer to feeling like our beloved game is back ;D Title: Re: Paragon Chat 0.99c Beta! Post by: Codewalker on November 14, 2015, 07:19:20 AM New update, patch notes below. If you are already using Paragon Chat, do not re-download it! Just make sure your update setting is anything other than 'Never Check' and let the auto-update do its thing. The exe linked in the first post is actually an older version which acts as a known-good bootstrap that can self-update to the latest. Version 0.99c Beta • The /mapmenu command has been revamped. Instead of using the full-screen debug menu, a pop-up dialog similar to the trams is now used. Additionally, the zones are broken up into categories to make navigation easier. IMPORTANT NOTE! If you find that all of the zones are being grouped under the 'Other' category, you may have a custom zone.cfg file installed that overrides the default zones. To restore the correct behavior if this happens, you will need to delete %APPDATA%\Paragon Chat\Config\zone.cfg • If you are making a keybind, you can jump directly to a category page by specifying its name with the command. i.e. /mapmenu Rogue Isles will take you directly to the list of villain zones. • As the debug menu is no longer needed, the fake accesslevel has also been removed. This will prevent the occasional odd pop-up messages. It also disables use of the drop-down console, but that console does not offer anything that can't be done from the chat window, it's just an alternate interface. • It is now possible to change alignment without having to delete and re-create the character, useful if you accidentally pick the wrong one during character creation. • Minor changes to a couple NPCs. Title: Re: Paragon Chat 0.99c Beta! Post by: Nyghtshade on November 14, 2015, 10:28:58 PM So glad to see the trains back, feels just that much more like being home in Paragon City again. A couple of quick question - I just got a new computer, and set up Paragon Chat on it, as well as remembering this time to copy over the "Paragon Chat" folder from my old computer's "Roaming" folder to my new computer's "Roaming Folder". Paragon chat is now working well on my new computer, with two odd but minor exceptions. First, on my older computer I had activated the extra emotes (ones that are more NPC-style, as well as some extra dance emotes, etc.) but that doesn't seem to have carried over to the new computer. Is this something I have to activate again on the new one, and if so, can someone link me to the directions again? Also - while most of my alts copied over, the newest one did not. And while most of the costumes for my alts copied over, the latest Halloween outfits I made for many of the alts also did not. I'm trying to figure out why if I copied my entire costume file from the old-computer Tequila folder to the new one, some did not appear. And no idea why a most recent alt didn't carry over. Not sure what step I'm missing there. EDIT: I'm now using Windows 10, if that makes any difference. Title: Re: Paragon Chat 0.99c Beta! Post by: Stitchified on November 15, 2015, 01:25:08 AM It won't update for me... Any advice on what to do? (Edit: Never mind, it updated for me, just had to restart my computer, it was being stupid :P ) (Edit #2: Don't know if this is happening to anyone else but all my toons have the same costumes and I can only see their names while in the Character Select but that's it, I can't rename or delete em, nor can I see what they look like before I log em in) Title: Re: Paragon Chat 0.99d Beta! Post by: Codewalker on November 17, 2015, 08:25:21 AM Version 0.99d Beta • Text overrides put in place so that the game login screen reads "Local Account". This should maybe hopefully reduce confusion about what exactly this field is for and where the characters are stored. Okay, probably not, but worth a try. • Local account names (used to distinguish character lists) are now case-insensitive. If you have previously created multiple accounts differing only by capital letters, they will be merged together. • Reverted the change to unlock the crab backpack, disabling it for now. As the VEAT costume does not have a "None" backpack option, if it is unlocked, it cannot be unselected and you are forced to use the crab backpack. Existing costumes with the backpack will continue to work, but it will not be selectable during character creation or at the tailor until a solution can be found. • Option added to always show global names above character avatars, in addition to character names. This is off by default and can be enabled in the options menu, under the Miscellaneous section near the bottom of the first tab. • Fixed a bug that could result in a handle reference leak in certain circumstances, ultimately resulting in phantom characters persisting after logging off and back on. • New command: /afk. Sets yourself as AFK, with an optional message. This is fully integrated with XMPP presence and you will appear as Away to people running an XMPP client. As XMPP presence updates are rather heavyweight, using this in rapid succession is highly discouraged, and there is a rate limiter in place to prevent it from being used too often. If you are looking for something to use in a keybind to show people you are typing, you want: • New command: /typing. Causes an AFK-style bubble to appear over your head, with the intent that you are using it as a typing notification. As with /afk, it accepts an optional text message up to 48 characters long. This only appears to people near you and does not affect your AFK status as far as friends in other zones or on XMPP are concerned. It has no rate limit and does not trigger AFK auto-replies. Note: If you create a keybind that contains "" and "afk" in it, the "afk" will be replaced by "tpg", which is a short alias of /typing. This is to help migrate legacy keybinds imported from saved files.

• The global friends list now shows the away status of friends, both those using Paragon Chat's /afk command as well as XMPP presence.

Title: Re: Paragon Chat 0.99d Beta!
Post by: Valtyr on November 17, 2015, 04:39:08 PM
Version 0.99d Beta
[/li][li]New command: /afk. Sets yourself as AFK, with an optional message. This is fully integrated with XMPP presence and you will appear as Away to people running an XMPP client. As XMPP presence updates are rather heavyweight, using this in rapid succession is highly discouraged, and there is a rate limiter in place to prevent it from being used too often. If you are looking for something to use in a keybind to show people you are typing, you want:

[/li]
• New command: /typing. Causes an AFK-style bubble to appear over your head, with the intent that you are using it as a typing notification. As with /afk, it accepts an optional text message up to 48 characters long. This only appears to people near you and does not affect your AFK status as far as friends in other zones or on XMPP are concerned. It has no rate limit and does not trigger AFK auto-replies.

This looks like an elegant solution given the limitations of Paragon Chat. The afk message was a clever work around on Live, and though it wasn't causing any server grief I kinda wished Paragon Studios had implemented something like this just to create a visual queue so it could be seen at a glance whether someone was afk or composing a lengthy response. (The afk is grey, I randomly thought a blue indicator could be used for tpg.) I'm not asking for something like that here, just thinking out loud.

Edit: And now that I've actually logged in and looked at the typing... bubble, it's even more betterer.
Title: Re: Paragon Chat 0.99d Beta!
Post by: TeamTeravolt on November 18, 2015, 04:31:30 AM
What happened with .99d? Updated from .99c, nothing, it's dead, it won't launch at all.
Also the link points to .98d?
Title: Re: Paragon Chat 0.99d Beta!
Post by: Codewalker on November 18, 2015, 05:00:50 AM
Nothing happened with it, there's a bunch of people online right now running 0.99d.

When you say won't launch, do you get any kind of error? How are you launching?

The link points to a bootstrap version that is known to be able to self-update to the latest without issue. At some point I'll probably replace it with a stripped-down copy that's smaller. It's necessary for Paragon Chat to relocate itself out of the COH directory in order to avoid UAC issues as well as to prevent some of the third-party launchers (which are not capable of doing any kind of version checking) from overwriting it with an older version whenever I release a new build.
Title: Re: Paragon Chat 0.99d Beta!
Post by: Styrj on November 18, 2015, 11:30:38 AM
Ver. 0.99d is working great for me.  Does exactly what it is supposed to do.  Thanks CW for you and anyone else that may be working with you to get us closer.
Title: Re: Paragon Chat 0.99d Beta!
Post by: Aggelakis on November 19, 2015, 02:34:42 AM
What happened with .99d? Updated from .99c, nothing, it's dead, it won't launch at all.
Also the link points to .98d?
There is no way for the link to point to 98d. It points to ParagonChat.exe, which is always the latest version (currently 99d). Try force-refreshing your browser cache?
Title: Re: Paragon Chat 0.99d Beta!
Post by: TKDKID23 on November 19, 2015, 03:36:36 AM
I downloaded Paragon Chat and Tequila.  I signed into Paragon Chat with my user name and password.  After CoH Beta starts up I can get passed the sign in screen but after that it won't go any further than the user agreement screen.
Title: Re: Paragon Chat 0.99d Beta!
Post by: Stitchified on November 19, 2015, 03:42:23 AM
I downloaded Paragon Chat and Tequila.  I signed into Paragon Chat with my user name and password.  After CoH Beta starts up I can get passed the sign in screen but after that it won't go any further than the user agreement screen.
Did you click Accept on the User Agreement Screen? or Is it unresponsive once on the User Agreement Screen?
Title: Re: Paragon Chat 0.99d Beta!
Post by: Codewalker on November 19, 2015, 04:05:17 AM
I downloaded Paragon Chat and Tequila.  I signed into Paragon Chat with my user name and password.  After CoH Beta starts up I can get passed the sign in screen but after that it won't go any further than the user agreement screen.

Press ALT+Enter to put the game in Windowed mode. You probably have Windows 8 or 10 with a funky DPI setting (and/or graphics drivers) causing the screen to be scaled wrong and the buttons to be off the edge.
Title: Re: Paragon Chat 0.99d Beta!
Post by: Codewalker on November 19, 2015, 04:43:16 AM
There is no way for the link to point to 98d. It points to ParagonChat.exe, which is always the latest version (currently 99d). Try force-refreshing your browser cache?

The poster you quoted is partly correct. The copy on cohtitan.com that the first post links to hasn't been touched in some time and is actually an older version. I'm not sure who is maintaining Tequila, but as far as I know its manifest is in a similar situation and it downloads an older version.

However, the early 0.98 series is when the self-updater came into play. So if you download 0.98d from the OP, it defaults to "Automatically install minor upgrades". The first thing it does when you launch it is hit the paragon chat update server, see that a new version is available, and since 0.9.9.4 is considered a minor upgrade from 0.9.8.4, replace itself with the new version.

Given the sometimes rapid-fire nature of Paragon Chat releases, it seemed like the best course of action to avoid a perpetual game of catch up with uploading to two different sites, updating multiple links, etc. Especially with third-party launchers in the mix that would always lag behind. So the best course of action IMO is to provide a stable base download that people can easily revert back to if there is a bad update, but one capable of jumping straight to the latest once it's fixed.

Letting Paragon Chat update itself is quite a bit safer than downloading a new copy, since PC's self-update uses strong cryptographic signatures to validate that the file it downloads is legitimate.
Title: Re: Paragon Chat 0.99d Beta!
Post by: TeamTeravolt on November 21, 2015, 08:17:11 PM
Nothing happened with it, there's a bunch of people online right now running 0.99d.

When you say won't launch, do you get any kind of error? How are you launching?

The link points to a bootstrap version that is known to be able to self-update to the latest without issue. At some point I'll probably replace it with a stripped-down copy that's smaller. It's necessary for Paragon Chat to relocate itself out of the COH directory in order to avoid UAC issues as well as to prevent some of the third-party launchers (which are not capable of doing any kind of version checking) from overwriting it with an older version whenever I release a new build.

Just tried it again and it's working fine, and says 0.99d. My apologies.
I suspect the server was down for a bit or something the last time, it just said 0.99d is available,
I said update, then no response, no errors, it still said 0.99c, and wouldn't let me start COH.
I re-downloaded from the web site, same thing but it said .98d.
Anyway no worries, all good, sorry about the confusion.
BTW any chance of super jump or tp? :)
Title: Re: Paragon Chat 0.99d Beta!
Post by: Aggelakis on November 21, 2015, 10:49:00 PM
BTW any chance of super jump or tp? :)
Paragon Chat Development Roadmap and Wishlist (http://www.cohtitan.com/forum/index.php/topic,11126.0.html)
Title: Re: Paragon Chat 0.99d Beta!
Post by: LolaGoth on November 27, 2015, 04:01:16 AM
OK, I don't know if this is an issue with this, or something else... everything on my desktop seems perfectly proper, but I installed PC on my laptop overnight, and 2 odd things: first, when it gets to the EULA, instead of the usual "I promise to be awesome" thing, it has the actual NCSoft EULA from Sep 1 2011. Second, in costume editor, the specialty costume pack parts are locked and need "purchased". The arrow to continue turns into a shopping cart so I can "buy" the parts from the market. This is the far bigger issue... I can't handle not having all my clothes.

-edit-
I also just noticed that the special parts, like NPC stuff, special symbols, etc. are not showing up either, but they are on my desktop. My other solution is to copy my desktop folder to my laptop, but considering all I did was download the files, I don't understand why it isn't working right as is.
Title: Re: Paragon Chat 0.99d Beta!
Post by: Codewalker on November 28, 2015, 05:16:47 AM
That means that you don't have write access to your COH directory. The most likely cause is that it's in a UAC-protected location, like C:\Program Files.

Eventually Paragon Chat will be able to handle this on its own, but for now there are two workarounds:

1. Move or copy your COH install directory somewhere else, like C:\Games or C:\Users\[username]\Programs, or really anywhere other than Program Files.

2. Always use the right-click 'Run as Administrator' option when starting Paragon Chat.

I prefer option 1, but 2 is useful to recommend to people not comfortable enough with their filesystem to find/move the COH folder.
Title: Re: Paragon Chat 0.99d Beta!
Post by: Stitchified on November 28, 2015, 11:03:23 PM
So, I have 3 things I'd like to mention given that I see no mention of em at all.

Thing #1: I can't delete any of my characters.

Thing #2: On the Character Select Screen, I see the names of my characters, but I don't see any kind of preview of what they look like before I log on.

Thing #3: My characters are always wearing what looks to be a cheap Archanos Widow armor set when I log on instead of whatever costume I had on them when I logged out.
Title: Re: Paragon Chat 0.99d Beta!
Post by: FloatingFatMan on November 29, 2015, 09:45:53 AM
^ Where do you have CoH installed?  If it's folder is anywhere under \Program Files, move it somewhere else, such as C:\Games
Title: Re: Paragon Chat 0.99d Beta!
Post by: Aggelakis on November 29, 2015, 02:34:20 PM
Copy this into the "url" line of Windows Explorer:

%APPDATA%\Paragon Chat\Database

This will take you to the Paragon Chat database folder. Rename "ParagonChat" in there to something else (e.g. "Paragon Chat old"). Run the game. You'll lose access to all your characters but they're still stored in the renamed database (you can get them back by reverting the name on the database). Create a new character (or multiple). Does the problem repeat? If not, your database was corrupted. If so, Codewalker will have to take over because I have no idea.
Title: Re: Paragon Chat 0.99d Beta!
Post by: Stitchified on November 29, 2015, 10:17:47 PM
^ Where do you have CoH installed?  If it's folder is anywhere under \Program Files, move it somewhere else, such as C:\Games
It's not the location, I made sure that CoH (& PC) were somewhere other than Program Files, I stuck it in the User portion of my C Drive when I first installed them.
Copy this into the "url" line of Windows Explorer:

%APPDATA%\Paragon Chat\Database

This will take you to the Paragon Chat database folder. Rename "ParagonChat" in there to something else (e.g. "Paragon Chat old"). Run the game. You'll lose access to all your characters but they're still stored in the renamed database (you can get them back by reverting the name on the database). Create a new character (or multiple). Does the problem repeat? If not, your database was corrupted. If so, Codewalker will have to take over because I have no idea.
This fixed it, as far as I can tell, thank you for the help :)

I am kinda curious as to how and why my database was corrupted (and no it wasn't because of anything suggestive, I know not to do that ;) :P ), oh well, at least I know how to fix it in the event of it happening again, hopefully it stays uncorrupted :D
Title: Re: Paragon Chat 0.99d Beta!
Post by: Nyghtshade on November 30, 2015, 04:15:09 PM
I was following along as you all helped Stitchified with his PC issue, and the solution turned out to help me with a similar problem I was having on my new PC as well.  So thanks from me too!  You guys are awesome!   :D
Title: Re: Paragon Chat 0.99d Beta!
Post by: Nyghtshade on November 30, 2015, 04:22:41 PM
Also, Codewalker, is there any way this can be added to the PC /mapmenu, so that we can celebrate the holidays in style?  (It works in Icon - just don't know if it's possible to have it installed in Paragon Chat).
http://www.cohtitan.com/forum/index.php/topic,10503.0.html (http://www.cohtitan.com/forum/index.php/topic,10503.0.html)
(https://i.imgur.com/60qvqZP.jpg)
Title: Re: Paragon Chat 0.99d Beta!
Post by: Codewalker on November 30, 2015, 06:09:43 PM
Also, Codewalker, is there any way this can be added to the PC /mapmenu, so that we can celebrate the holidays in style?  (It works in Icon - just don't know if it's possible to have it installed in Paragon Chat).
http://www.cohtitan.com/forum/index.php/topic,10503.0.html (http://www.cohtitan.com/forum/index.php/topic,10503.0.html)

It should be possible to use with Paragon Chat, but as that map requires a modded client, you will have to install the modded files, then add an entry into %APPDATA%\Paragon Chat\Config\zone.cfg to point to it, which will automatically make it show up on /mapmenu.

I can't add it to the stock /mapmenu, as anyone who doesn't have the modded files in place would end up falling into a void. I can't actually download the zip file right now to see if it needs any extra textures (Dropbox bandwidth exceeded), but even if it's just the map file, it's already outside the scope of what PC can patch, since Paragon Chat is distributed as a single relatively small executable.

At some point it's likely that Paragon Chat will grow better ways to integrate with community created mods, but at present there are a lot of other things that have priority.
Title: Re: Paragon Chat 0.99e Beta!
Post by: Codewalker on November 30, 2015, 07:21:38 PM
Version 0.99e Beta
• The auto-update feature now uses https (TLS encrypted) connections. This is not a security change, as the updates were already signed with strong cryptography, but rather an attempt to prevent some broken transparent proxies from interfering with the auto-updater.

• Presence subscription handling is now much more robust. This should resolve some of the odd issues with sending global friend invites while people are offline.

• The ignore list UI now works after zoning. Previously, the ignore functionality itself would continue to work, but the list would appear empty when viewed in the friends window after changing zones.

• In-game time of day, as well as other time-sensitive events now use the XMPP server time so that they are synchronized even if the local clock is wrong. For this to work on third-party servers, an XMPP server that supports XEP-0202 (http://www.xmpp.org/extensions/xep-0202.html) is required.

• The filter to change afk to tpg in compound keybinds is now more careful to only change actual commands rather than text in the middle of a word.

• Winter is coming.

Title: Re: Paragon Chat 0.99d Beta!
Post by: Nyghtshade on November 30, 2015, 10:05:40 PM
It should be possible to use with Paragon Chat, but as that map requires a modded client, you will have to install the modded files, then add an entry into %APPDATA%\Paragon Chat\Config\zone.cfg to point to it, which will automatically make it show up on /mapmenu.

I can't add it to the stock /mapmenu, as anyone who doesn't have the modded files in place would end up falling into a void. I can't actually download the zip file right now to see if it needs any extra textures (Dropbox bandwidth exceeded), but even if it's just the map file, it's already outside the scope of what PC can patch, since Paragon Chat is distributed as a single relatively small executable.

At some point it's likely that Paragon Chat will grow better ways to integrate with community created mods, but at present there are a lot of other things that have priority.
Thanks for the explanation, Codewalker.  Good to know, as always.
Title: Re: Paragon Chat 0.99e Beta!
Post by: SuburbanHell on December 01, 2015, 01:21:30 AM
(https://i.imgur.com/8MgBc4b.jpg)

Using .99e, found something interesting when I was walking through Pocket D.  Everyone had their globals in that special dev temporary title writing above their heads.  Upon conversing with the group, it seems I was the only one who could see these even though they had also upgraded to .99e, so, I am posting a screen shot to prove this exists and ask how do I add mine above my name?

Title: Re: Paragon Chat 0.99d Beta!
Post by: MaidMercury on December 01, 2015, 04:18:35 AM
They are  awesome decorated trees!!!
nice job!  :D
Title: Re: Paragon Chat 0.99e Beta!
Post by: Codewalker on December 01, 2015, 04:45:33 AM
Using .99e, found something interesting when I was walking through Pocket D.  Everyone had their globals in that special dev temporary title writing above their heads.  Upon conversing with the group, it seems I was the only one who could see these even though they had also upgraded to .99e, so, I am posting a screen shot to prove this exists and ask how do I add mine above my name?

That's the option added in 0.99d to show global names. You must have somehow turned it on.

"Option added to always show global names above character avatars, in addition to character names. This is off by default and can be enabled in the options menu, under the Miscellaneous section near the bottom of the first tab."

It doesn't show your own global because (1) it shows it for entities with remote XMPP identities associated, which you don't have because you're not remote, and (2) you already know your own global, since you had to log in with it.
Title: Re: Paragon Chat 0.99b Beta!
Post by: MaidMercury on December 01, 2015, 04:51:35 AM
Yes ! For all the convenience of Mapmenu, there's just something satisfying about using the trains...

It brings us that much closer to feeling like our beloved game is back  ;D

yezzz,  like Mussolini, -TonyV, Codewalker made the trains run on time :p
Title: Re: Paragon Chat 0.99g Beta!
Post by: madvyking on December 01, 2015, 08:03:46 AM
ok intersting thing. tried to update for 99g would let the launcher come up tried for delete and now i have paragonchat running in sysytem but wont let me delete or stop it. im locked out
Title: Re: Paragon Chat 0.99g Beta!
Post by: General Idiot on December 01, 2015, 08:48:12 AM
I have the same problem, see the post I made about it here:

http://www.cohtitan.com/forum/index.php/topic,11527.0.html (http://www.cohtitan.com/forum/index.php/topic,11527.0.html)

Good to know the problem isn't unique to me, at least.
Title: Re: Paragon Chat 0.99g Beta!
Post by: LolaGoth on December 01, 2015, 02:10:01 PM
Same problem. Green bar, sat for ages, finally closed and manually downloaded 0.99g, now nothing. Just get a loading wheel, nothing opens.
Title: Re: Paragon Chat 0.99g Beta!
Post by: Codewalker on December 01, 2015, 02:26:50 PM
ok intersting thing. tried to update for 99g would let the launcher come up tried for delete and now i have paragonchat running in sysytem but wont let me delete or stop it. im locked out

Same problem. Green bar, sat for ages, finally closed and manually downloaded 0.99g, now nothing. Just get a loading wheel, nothing opens.

I have the same problem, see the post I made about it here:

http://www.cohtitan.com/forum/index.php/topic,11527.0.html (http://www.cohtitan.com/forum/index.php/topic,11527.0.html)

Good to know the problem isn't unique to me, at least.

Please use the thread from the last quote (http://www.cohtitan.com/forum/index.php/topic,11527.0.html) for troubleshooting related to that issue. There are a handful of people experiencing it so I'm posting things to try and requests for diagnostic information in that thread.
Title: Re: Paragon Chat 0.99d Beta!
Post by: Nyghtshade on December 02, 2015, 05:35:07 AM
They are  awesome decorated trees!!!
nice job!  :D
Decorated trees?  Which ones?
Title: Paragon Chat on Mac
Post by: High Voltz on December 02, 2015, 08:38:09 PM
Is there a step by step process on how to get this working on a Mac?
Title: Re: Paragon Chat 0.99g Beta!
Post by: LaughingAlex on December 03, 2015, 02:47:02 AM
Noticed a glitch in that my global friends are not being displayed as online unless they say switch maps or something after I switch maps.
Title: Re: Paragon Chat 0.99g Beta!
Post by: Nyghtshade on December 03, 2015, 10:58:11 PM
I saw a snow flurry in Atlas Park, and it was the COOLEST THING!   Thanks for that!!
Title: Re: Paragon Chat 0.99g Beta!
Post by: LolaGoth on December 04, 2015, 01:20:48 AM
OK, for people who are having the issue of 0.99g not opening, make sure it's excluded in your antivirus. If you have a temp. disable, disable your AV and try to open it, that was what did it for me, on 2 different comps.

Also CW, still having the issue of capes and other "locked" parts not being available on my laptop. Directory isn't under programs, I ran as admin, and I get a "proper" version, with NCSoft EULA, no parts, can't save costumes (tries to write to the "proper" directory, which doesn't exist)...
Title: Re: Paragon Chat 0.99g Beta!
Post by: Blue Pulsar on December 04, 2015, 02:03:20 AM
Okay, I saw a few people with this problem, but their fixes didn't work for me. I just redownloaded Tequila and I24. I was able to log in to Paragon Chat, enter my titan stuffs, and make it into the login screen of the game. After accepting to be awesome, I entered my name and a password. The one available server showed up, and I clicked it... only to wait aprox. a minute and then be told that connecting to the DBServer was not possible.

I saw a suggestion towards the beginning of this thread to add -localhost to target line... or something... But couldn't figure that out. I would appreciate some help very much. Thanks.
Title: Re: Paragon Chat 0.99g Beta!
Post by: FloatingFatMan on December 04, 2015, 07:35:47 AM
Okay, I saw a few people with this problem, but their fixes didn't work for me. I just redownloaded Tequila and I24. I was able to log in to Paragon Chat, enter my titan stuffs, and make it into the login screen of the game. After accepting to be awesome, I entered my name and a password. The one available server showed up, and I clicked it... only to wait aprox. a minute and then be told that connecting to the DBServer was not possible.

I saw a suggestion towards the beginning of this thread to add -localhost to target line... or something... But couldn't figure that out. I would appreciate some help very much. Thanks.

Right click your Paragon Chat icon and select Properties from the menu. Enter -localhost in the target line, after the rest of what's already there, making sure there's a space separating them.
Title: Re: Paragon Chat 0.99g Beta!
Post by: FloatingFatMan on December 04, 2015, 07:36:56 AM
Also CW, still having the issue of capes and other "locked" parts not being available on my laptop. Directory isn't under programs, I ran as admin, and I get a "proper" version, with NCSoft EULA, no parts, can't save costumes (tries to write to the "proper" directory, which doesn't exist)...

You probably have CoH installed into a folder that Paragon Chat is unable to write too, probably under C:\Program Files\ or similar.  Move it elsewhere, such as C:\Games\.
Title: Re: Paragon Chat 0.99g Beta!
Post by: Blue Pulsar on December 04, 2015, 11:41:57 PM
...I saw a suggestion towards the beginning of this thread to add -localhost to target line... or something... But couldn't figure that out. I would appreciate some help very much. Thanks.

Right click your Paragon Chat icon and select Properties from the menu. Enter -localhost in the target line, after the rest of what's already there, making sure there's a space separating them.

Right, as I said, I saw that and couldn't figure it out. There is no field in any of the "Properties" window's tabs that is labeled "Target." And the problem is not with logging into Paragon Chat, or logging into the game. I can do all that, but once I go to enter the server, it says it can't connect
Title: Re: Paragon Chat 0.99g Beta!
Post by: General Idiot on December 05, 2015, 01:08:36 AM
If you're launching ParagonChat.exe directly there won't be a target line. Make a shortcut to it and in the properties of that there'll be a target line.
Title: Re: Paragon Chat 0.99g Beta!
Post by: LolaGoth on December 05, 2015, 05:03:29 AM
You probably have CoH installed into a folder that Paragon Chat is unable to write too, probably under C:\Program Files\ or similar.  Move it elsewhere, such as C:\Games\.

As I stated, it's not under programs. I have it in my documents, same as on my desktop, which works fine.
Title: Re: Paragon Chat 0.99g Beta!
Post by: FloatingFatMan on December 05, 2015, 02:24:23 PM
If you're launching ParagonChat.exe directly there won't be a target line. Make a shortcut to it and in the properties of that there'll be a target line.

This. Exactly this.
Title: Re: Paragon Chat 0.99g Beta!
Post by: LolaGoth on December 05, 2015, 04:10:34 PM
ok, moved the entire CoH directory yet again (the 4th time), and THIS time, it works right... no clue. It was never under programs, don't ask me... but it works, so that's what matters :)
Title: Re: Paragon Chat 0.99g Beta!
Post by: Blue Pulsar on December 05, 2015, 04:28:33 PM
If you're launching ParagonChat.exe directly there won't be a target line. Make a shortcut to it and in the properties of that there'll be a target line.

Thank you bunches, General. This worked. :D
Title: Re: Paragon Chat 0.99g Beta!
Post by: Nyghtshade on December 09, 2015, 04:06:46 PM
I've seen a few snow flurries in Paragon Chat this month, but only for a few minutes at a time, and the zone occurrence seems pretty random.  Anyone know how to find/summon them?
Title: Re: Paragon Chat 0.99g Beta!
Post by: themamboman on December 09, 2015, 05:32:19 PM
Wait, snow flurries?  I don't recall weather effects in the game.  Screenshots?
Title: Re: Paragon Chat 0.99g Beta!
Post by: Pooterific on December 10, 2015, 03:01:54 AM
Is there a youtube tutorial for install? I keep getting file error messages
Title: Re: Paragon Chat 0.99g Beta!
Post by: Aggelakis on December 10, 2015, 03:58:01 AM
Step 1. Have City of Heroes, the latest Beta version that the test server had.
Step 2. Download ParagonChat.exe.
Step 3. Place ParagonChat.exe in the installation folder for CoH (it's the folder that has cityofheroes.exe in it).
* Optional 3a. Create a shortcut to ParagonChat.exe on your desktop.
Step 4. Run ParagonChat.exe.
Title: Re: Paragon Chat 0.99g Beta!
Post by: Pooterific on December 10, 2015, 03:58:49 AM
So where's the most activity atlas park? I logged in as villain in mercy and no one around?
Title: Re: Paragon Chat 0.99g Beta!
Post by: Pearl Dragon on December 10, 2015, 04:28:04 AM

Try Pocket D, and the Chalet.
Title: Re: Paragon Chat 0.99g Beta!
Post by: Nyghtshade on December 10, 2015, 07:24:53 AM
You can also ask around on the Paragon Chat channel to see where folks are gathered.
Title: Re: Paragon Chat 0.99g Beta!
Post by: Nyghtshade on December 10, 2015, 07:46:32 AM
Wait, snow flurries?  I don't recall weather effects in the game.  Screenshots?
(https://scontent-ord1-1.xx.fbcdn.net/hphotos-xfp1/t31.0-8/12339290_10205501915856386_1091304771347171830_o.jpg)
Title: Re: Paragon Chat 0.99g Beta!
Post by: Azrael on December 10, 2015, 02:37:08 PM
Snow!  :D

Azrael.
Title: Re: Paragon Chat 0.99g Beta!
Post by: Codewalker on December 10, 2015, 02:50:23 PM
Wait, snow flurries?  I don't recall weather effects in the game.

Correct, despite being often requested, COH did not have any sort of dynamic weather. The closest it came was some static effects baked into specific mission maps.

Paragon Chat has an experimental outdoor weather system, the only implemented type so far being snow. The fx for it are 'borrowed' from the holiday temporary snowstorm power, which was just a player-specific effect not everyone could see. As for where and when to find it, well, who can predict the weather really?

As the season progresses I think it's likely that snow will be more common, and by the time the new year rolls around people might be getting sick of it.

If you really want to see it, I hear that it snows more often in King's Row than anywhere else, for reasons. Not a guarantee of course.
Title: Re: Paragon Chat 0.99g Beta!
Post by: Nyghtshade on December 10, 2015, 03:53:22 PM
The Snow is a wonderful Holiday gift, Codewalker!  Thanks to you and your team for making it possible.   :D
Title: Re: Paragon Chat 0.99g Beta!
Post by: Azrael on December 10, 2015, 05:13:47 PM
Correct, despite being often requested, COH did not have any sort of dynamic weather. The closest it came was some static effects baked into specific mission maps.

Paragon Chat has an experimental outdoor weather system, the only implemented type so far being snow. The fx for it are 'borrowed' from the holiday temporary snowstorm power, which was just a player-specific effect not everyone could see. As for where and when to find it, well, who can predict the weather really?

As the season progresses I think it's likely that snow will be more common, and by the time the new year rolls around people might be getting sick of it.

If you really want to see it, I hear that it snows more often in King's Row than anywhere else, for reasons. Not a guarantee of course.

Oh intrigue...

Azrael.
Title: Re: Paragon Chat 0.99g Beta!
Post by: MomentaryGrace on December 10, 2015, 06:01:18 PM
I'm not sure if it's mentioned upthread, but I logged on today after a bit of a hiatus and noticed Mender Sally wasn't in the pool on Ouroboros. Was wondering when/why? I miss her... :)

Title: Re: Paragon Chat 0.99g Beta!
Post by: FloatingFatMan on December 10, 2015, 10:32:33 PM
So where's the most activity atlas park? I logged in as villain in mercy and no one around?

Well, you found folks in Pocket D, and managed to get yourself put on everyone's ignore list in very short order. Well done, you. :S
Title: Re: Paragon Chat 0.99g Beta!
Post by: Pooterific on December 10, 2015, 10:58:20 PM
Ugh I hope that's not all that logs on would make me very sad :-( I remember some pretty cool people
Title: Re: Paragon Chat 0.99g Beta!
Post by: Pooterific on December 10, 2015, 11:37:04 PM
To say I made the ignore list so fast.. I came in to some sort of not very good roleplaying.. I said maybe 3 things in a role play manner to fit in with whatever it was you all were trying.. then did a few emotes.. lol so if this gets me ignored I welcome the ignore.. I loved and played this game for years and thought this was a group of like minded people.. not a kliqy group of separatists
Title: Re: Paragon Chat 0.99g Beta!
Post by: FloatingFatMan on December 12, 2015, 07:37:20 AM
You then starting running all over the place, shoving people around (and me off my stool, twice) and generally being really irritating.  If you're not into RP that's fine, but kindly don't bother others who are. With PC's ignore system, it removes you from our view completely so you can't bother us.
Title: Re: Paragon Chat 0.99g Beta!
Post by: Nyghtshade on December 14, 2015, 04:50:32 AM
Tried to open PC via the Tequila Launcher just now, and am getting the message "Bad Gateway:  nginx/1.6.2 (Ubuntu)"

However, the Paragon Chat launcher seems to work ok, and lets me into Paragon Chat.   Any idea what the Tequila message is about?

Title: Re: Paragon Chat 0.99g Beta!
Post by: FloatingFatMan on December 14, 2015, 07:23:46 AM
Tried to open PC via the Tequila Launcher just now, and am getting the message "Bad Gateway:  nginx/1.6.2 (Ubuntu)"

However, the Paragon Chat launcher seems to work ok, and lets me into Paragon Chat.   Any idea what the Tequila message is about?

It doesn't really matter TBH. Tequilla is not needed once you have i24. Paragon Chat updates itself.
Title: Re: Paragon Chat 0.99g Beta!
Post by: Nyghtshade on December 14, 2015, 10:14:19 PM
OK, thanks.
Title: Re: Paragon Chat 0.99g Beta!
Post by: Nyghtshade on December 27, 2015, 03:00:23 PM
As usual, so wrapped up in Dec. Christmas prep (baking, shopping, wrapping, shipping, the Christmas Letter & cards, and then family visits) that I didn't have much chance to log into PC.  Hope we'll have the snow around for a while into January & February, now that things have slowed down again.  :-)
Title: Re: Paragon Chat 0.99g Beta!
Post by: Nyghtshade on January 01, 2016, 04:11:50 AM
Hmmm.... logged into Paragon Chat via the PC launcher (rather than using Tequila), and found that many many of the costume parts in Icon seem to be locked.  Is this a recent bug?

EDIT:  Oh, huzzah, tracked down the problem in earlier posts and applied the solution.  All fixed, and everything's working perfectly now.  I love these forums!
Title: Re: Paragon Chat 0.99g Beta!
Post by: fleck05 on January 04, 2016, 05:45:39 PM
When I attempt to open the chat I see it for maybe half a second then it vanishes. I have tried rebooting, deleting and installing again, both with the same result. Sorry if I missed a post on this subject from earlier - I didn't see this problem listed. Thank you.
Title: Re: Paragon Chat 0.99g Beta!
Post by: FloatingFatMan on January 04, 2016, 05:54:06 PM
When I attempt to open the chat I see it for maybe half a second then it vanishes. I have tried rebooting, deleting and installing again, both with the same result. Sorry if I missed a post on this subject from earlier - I didn't see this problem listed. Thank you.

More information is needed.  Where is CoH installed? Is ParagonChat in the same folder? Are you getting any kind of error message?
Title: Re: Paragon Chat 0.99g Beta!
Post by: Aggelakis on January 05, 2016, 06:03:36 AM
More information is needed.  Where is CoH installed? Is ParagonChat in the same folder? Are you getting any kind of error message?
And, if you open Task Manager after the crash, is either cityofheroes.exe or paragonchat.exe running?
Title: Re: Paragon Chat 0.99g Beta!
Post by: Azrael on January 05, 2016, 06:19:48 PM
I like the 'snow' effects in Paragon Chat.  Snow mist.  Snow falling.  Kings.  Atlas.  Very romantic.  Great stuff.

Wonder if we'll get any 'Freezing Rain' sometime in the future?

Azrael.
Title: Re: Paragon Chat 0.99g Beta!
Post by: Nyghtshade on January 06, 2016, 12:26:59 AM
I like the 'snow' effects in Paragon Chat.  Snow mist.  Snow falling.  Kings.  Atlas.  Very romantic.  Great stuff.

Wonder if we'll get any 'Freezing Rain' sometime in the future?

Azrael.
Ditto, I'm loving the variations on snow effects.  Given how warm this winter has been for many of us, this may be the most snow many heroes see this year!  *wink*
Title: Re: Paragon Chat 0.99g Beta!
Post by: Timelord Tom on January 14, 2016, 04:13:12 AM
Ditto, I'm loving the variations on snow effects.  Given how warm this winter has been for many of us, this may be the most snow many heroes see this year!  *wink*

Man, I wish. While we haven't had a ton of snow, we started with a nice winter storm on Sunday, and it's snowed at least a bit every day since. (Honestly, it's been too cold for it to dump tons of snow.)
Title: Re: Paragon Chat 0.99g Beta!
Post by: Warrior21st on January 15, 2016, 11:48:35 PM
I like .99g, good work so far. I cannot wait for .99h, Yes I know we all have to wait for whenever it gets here.  :) ;D
Title: Re: Paragon Chat 0.99g Beta!
Post by: FloatingFatMan on January 18, 2016, 08:17:36 PM
Sooo... I was wondering... No news is usually good news, but I've always said, no news is NO news!

Not asking for any ETA's for features or anything, just wondering, is work still ongoing, or did CW have to stop again for RL reasons?
Title: Re: Paragon Chat 0.99h Beta!
Post by: Codewalker on January 19, 2016, 06:52:13 AM
Version 0.99h Beta
• Added code to trick the client into thinking that it's in task force mode so that it doesn't automatically log players out when they are AFK.

• A nonzero helper status is now sent to prevent the annoying popup window when logging in.

• Characters are now checkpointed to persistent storage upon zoning, updating their bio, or modifying a costume in the tailor. This helps prevent rollbacks in the event of a program crash.

• Nonzero inventory sizes are now sent (1 recipe, 1 invention salvage, 10 enhancements) in order to prevent the tabs from being permanently red.

• Technology Preview:

• Added fake power Ninja Run.

• Added fake power Super Jump.

Known Issue: Paragon Chat does not have a real powers system, but only hardcoded approximations. It currently does not support having more than one active power, so it is not possible to run both Super Jump and Super Speed at the same time. This is planned to be addressed in future updates.

• Added initial implementation of jumping movement mode to the XMPP protocol, used by the two above power simulations.

IMPORTANT NOTE: The jumping physics synchronization is only a rough preview. It is likely to appear somewhat glitchy to other players, especially if you release the jump key before reaching maximum jump height. However, it's still an improvement.

Title: Re: Paragon Chat 0.99h Beta!
Post by: Codewalker on January 19, 2016, 06:55:40 AM
Forgot to include in the patch notes, but it's not super important. 0.99h also includes updates to several external libraries that are used by Paragon Chat. Most notably:

OpenSSL 1.0.2e (security fixes)
SQLite 3.10.1 (database integrity and performance)
Title: Re: Paragon Chat 0.99h Beta!
Post by: remyfanboi on January 19, 2016, 04:33:34 PM
Awesome update! SJ is sooo much fun!  ;D
Title: Re: Paragon Chat 0.99g Beta!
Post by: Felderburg on January 19, 2016, 07:35:01 PM
Sooo... I was wondering... No news is usually good news, but I've always said, no news is NO news!

Not asking for any ETA's for features or anything, just wondering, is work still ongoing, or did CW have to stop again for RL reasons?

*sees patch notes right below*

......you should do that more often.
Title: Re: Paragon Chat 0.99h Beta!
Post by: Nyghtshade on January 20, 2016, 04:36:49 AM
It's just wonderful to have SJ and Ninja Run back again.   Many, Many thanks, CW and team!!   :D
Title: Re: Paragon Chat 0.99h Beta!
Post by: Styrj on January 20, 2016, 11:35:30 AM
It's just wonderful to have SJ and Ninja Run back again.   Many, Many thanks, CW and team!!   :D

My sentiments as well.  SJ was my fav travel power.
Title: Re: Paragon Chat 0.99g Beta!
Post by: Codewalker on January 20, 2016, 02:34:59 PM
Not asking for any ETA's for features or anything, just wondering, is work still ongoing, or did CW have to stop again for RL reasons?

Time off for the holidays, somewhat busy with RL, plus the resistance of having to jump back in and remember what I was working on. Also, updates will be a little slow right now because some of the work is being done on the 1.0 release branch, as well as on architectural changes that don't have an impact now but are needed for planned features.
Title: Re: Paragon Chat 0.99h Beta!
Post by: FloatingFatMan on January 20, 2016, 07:43:56 PM
Just as long as we know you're still there, dude! Thanks for the update! :)
Title: Re: Paragon Chat 0.99h Beta!
Post by: LaughingAlex on January 21, 2016, 02:12:36 AM
I actually tested super jumping on the Ski Slope.  Now skiing is challenging and fast again, yay.
Title: Re: Paragon Chat 0.99h Beta!
Post by: Azrael on January 22, 2016, 01:07:50 AM
Thanks for the 'fake' Super Jump and 'fake' Ninja Run travel powers, Codewalker.  They seem very similar to the ones I used when CoH was still 'live...'

Looking forward to 1.0 and good to hear work is ongoing building it out and architectural changes for future updates.

Azrael.
Title: Re: Paragon Chat 0.99h Beta!
Post by: Achilles6 on January 22, 2016, 03:18:52 AM
So. COOL!!!  ;D
Title: Re: Paragon Chat 0.99h Beta!
Post by: MaidMercury on January 22, 2016, 04:41:35 AM
Interesting, I never seen Ninja run before.....looks funny, least when I use it on my char. :roll:

I notice my Server tab no longer displays  everyone on Paragon Server.
only global friends, global ignore...
Title: Re: Paragon Chat 0.99h Beta!
Post by: Aggelakis on January 22, 2016, 04:49:49 AM
Interesting, I never seen Ninja run before.....looks funny, least when I use it on my char. :roll:
It was a pay-for travel power, in the Ninja Pack before F2P or separately after the RMT market showed up with F2P.

Quote
I notice my Server tab no longer displays  everyone on Paragon Server.
only global friends, global ignore...
That has never shown everyone on Paragon Server. It's only ever shown your Friends, Gfriends, Ignore, and memberlists for global chat channels you're on. If you're not seeing "Paragon Chat" there, then you've somehow left the Paragon Chat global chat channel.
Title: Re: Paragon Chat 0.99h Beta!
Post by: Azrael on January 22, 2016, 10:23:27 AM
Interesting, I never seen Ninja run before.....looks funny, least when I use it on my char. :roll:

I notice my Server tab no longer displays  everyone on Paragon Server.
only global friends, global ignore...

Ninja run did look kind of 'stupid.'  Because of that...I swore blind I'd never use it in game.  I eventually did.  :P  It was like a combined swift and combat jump with a ridiculous 'broken back run' animation.

It was very good for getting around in zone and jumping over things.

Azrael.
Title: Re: Paragon Chat 0.99h Beta!
Post by: Valtyr on January 22, 2016, 03:31:42 PM
I notice my Server tab no longer displays  everyone on Paragon Server.
only global friends, global ignore...

The channels you've joined are still there - sort of. If you had saved your chat settings (via the settings menu) you can simply load those settings and viola, there you are again. If you hadn't saved those settings you can manually rejoin those channels.
Title: Re: Paragon Chat 0.99h Beta!
Post by: Nyx Nought Nothing on January 23, 2016, 07:30:32 PM
The channels you've joined are still there - sort of. If you had saved your chat settings (via the settings menu) you can simply load those settings and viola, there you are again. If you hadn't saved those settings you can manually rejoin those channels.
Every time you log in. Or at least for me it's not retaining any of my channels from session to session.
Title: Re: Paragon Chat 0.99h Beta!
Post by: Golden Aurora on January 23, 2016, 11:55:15 PM
Just wanted to let you know I found a bug.
The map item hover overs are wrong because my chara is villy.
(https://i.imgur.com/utjvwLb.jpg)

Same thing happens in the sewer. THe KR exit states it in Port Oakes.
Title: Re: Paragon Chat 0.99h Beta!
Post by: MaidMercury on January 24, 2016, 06:57:18 AM
The channels you've joined are still there - sort of. If you had saved your chat settings (via the settings menu) you can simply load those settings and viola, there you are again. If you hadn't saved those settings you can manually rejoin those channels.

Thank yoo...I see it now (after joining channel, Paragon Chat)  :roll:
yay!
Title: Re: Paragon Chat 0.99h Beta!
Post by: FloatingFatMan on January 24, 2016, 07:32:03 AM
Every time you log in. Or at least for me it's not retaining any of my channels from session to session.

Same here. :(
Title: Re: Paragon Chat 0.99i Beta!
Post by: Codewalker on January 25, 2016, 09:03:51 PM
Every time you log in. Or at least for me it's not retaining any of my channels from session to session.

Should be fixed now, in the update the just went up a few minutes ago.

Version 0.99i Beta
• Global channel membership decoupled from the client's per-character settings (which it tends to lose for no apparent reason) and made account-wide. "Account" in this context means the game account you type on the COH login screen, not your XMPP account.

IMPORTANT NOTE: As there is no clean way to migrate from per-character to per-account channel membership, this means you will lose all of your global channels when upgrading to 0.99i. The good news is that since it's account wide, you only need to rejoin the channels once, and they will permanently stick now.

If you switch to characters created before joining a channel, even though you join the channel at login, they may not be in any that character's chat tabs and need to be added. The same thing happened on the live game. Saving and loading chat settings can help here.

• The chat channel settings used by the game client should be somewhat less likely to randomly disappear now.

Title: Re: Paragon Chat 0.99i Beta!
Post by: Nyx Nought Nothing on January 26, 2016, 12:14:57 AM
Should be fixed now, in the update the just went up a few minutes ago.

Version 0.99i Beta
• Global channel membership decoupled from the client's per-character settings (which it tends to lose for no apparent reason) and made account-wide. "Account" in this context means the game account you type on the COH login screen, not your XMPP account.

IMPORTANT NOTE: As there is no clean way to migrate from per-character to per-account channel membership, this means you will lose all of your global channels when upgrading to 0.99i. The good news is that since it's account wide, you only need to rejoin the channels once, and they will permanently stick now.

If you switch to characters created before joining a channel, even though you join the channel at login, they may not be in any that character's chat tabs and need to be added. The same thing happened on the live game. Saving and loading chat settings can help here.
• The chat channel settings used by the game client should be somewhat less likely to randomly disappear now.
*hygienic fistbump*
Title: Re: Paragon Chat 0.99i Beta!
Post by: Baaleos on January 26, 2016, 01:08:37 PM
I know this is still in development and there are loads of more important features that need implemented, but is it on the agenda to implement any PB or WS abilities?

I am thinking purely for cosmetic reasons at first. Even if PB could use energy flight, instead of normal flight. - I just like the glowing effect.
Or even the ability to toggle on shields, just to get the animation.
Title: Re: Paragon Chat 0.99i Beta!
Post by: Tropic on January 29, 2016, 08:15:07 PM
Saw someone talking in chat in Steel Canyon and it was an actual NPC talking on the phone! Awesome!
Title: Re: Paragon Chat 0.99i Beta!
Post by: Golden Aurora on January 29, 2016, 08:25:49 PM
There is! It was a homage to a guy named Ascendant.
I think he passed away from cancer or something.
I never knew him but some of my friends did on live.

Anyways, they implemented a famous dialog of his.
Well technically a monologue, but who's counting.
Read it here.

http://paragonwiki.com/wiki/Ascendant-O's
http://www.virtueverse.net/wiki/Ascendant
Title: Re: Paragon Chat 0.99i Beta!
Post by: damienray on January 30, 2016, 02:25:11 AM
How do you get the Jump and Ninja Run in your power tray? Ran the update / re-validate / and even tried downloading from the link.
Title: Re: Paragon Chat 0.99i Beta!
Post by: Codewalker on January 30, 2016, 04:36:32 AM
What version does it show on the login screen where you type your XMPP account and password?
Title: Re: Paragon Chat 0.99i Beta!
Post by: damienray on January 31, 2016, 01:46:13 AM
Ok, this is odd. When I run Tequila, and click PLAY, the login window comes up and it "downgrades" from version I to version g-2. When I just run Paragonchat.exe directly (without Tequlia) it upgrades from g-2 back to I.  ?
Title: Re: Paragon Chat 0.99i Beta!
Post by: Paragon Avenger on January 31, 2016, 05:15:24 AM
The /mapmenu thing is cool.
One slight problem though.
Breakout should be on the Rogue Isle side not Paragon City.
Well, true the zig is in bricks, but breakout is a villain thing.
Title: Re: Paragon Chat 0.99i Beta!
Post by: Kassandros on January 31, 2016, 07:14:24 AM
Ok, this is odd. When I run Tequila, and click PLAY, the login window comes up and it "downgrades" from version I to version g-2. When I just run Paragonchat.exe directly (without Tequlia) it upgrades from g-2 back to I.  ?

This is expected. Paragon Chat updates itself and Tequila is a few versions behind. It's best to run Paragon Chat directly.
Title: Re: Paragon Chat 0.99i Beta!
Post by: FloatingFatMan on January 31, 2016, 09:03:52 AM
Ok, this is odd. When I run Tequila, and click PLAY, the login window comes up and it "downgrades" from version I to version g-2. When I just run Paragonchat.exe directly (without Tequlia) it upgrades from g-2 back to I.  ?

Don't run Tequilla then!

Seriously, you ONLY need it to get i24 and ParagonChat initially. After that, PC updates itself so you never need Tequilla again (unless you're thirsty :P).
Title: Re: Paragon Chat 0.99i Beta!
Post by: LordRayken on January 31, 2016, 10:58:00 PM
This is super exciting. We need to get more development focus on Paragon Chat instead of people waiting on the NCSoft (that won't go through).
Title: Re: Paragon Chat 0.99i Beta!
Post by: Stitchified on February 01, 2016, 03:28:30 AM
This is super exciting. We need to get more development focus on Paragon Chat instead of people waiting on the NCSoft (that won't go through).
Duddeeee, you're killing me with your whole "The Deal with NCsoft won't work" mojo!

I get that it's a longshot, but come on, NCsoft has been SITTING on the Rights & IP for 3 years now!
Besides, I doubt that NCsoft is going to want to sit on the Rights & IP for much longer because if they do, they won't be able to sell it for all that much, not to mention the costs to renew their ownership of said Rights & IP.
Title: Re: Paragon Chat 0.99i Beta!
Post by: General Idiot on February 01, 2016, 03:57:39 AM
On the other hand, if they were really interested in selling they'd probably have done so by now. I'm all for hoping we'll get the game back someday but at this point I wouldn't call it likely.
Title: Re: Paragon Chat 0.99i Beta!
Post by: LordRayken on February 01, 2016, 04:08:59 AM
Duddeeee, you're killing me with your whole "The Deal with NCsoft won't work" mojo!

I get that it's a longshot, but come on, NCsoft has been SITTING on the Rights & IP for 3 years now!
Besides, I doubt that NCsoft is going to want to sit on the Rights & IP for much longer because if they do, they won't be able to sell it for all that much, not to mention the costs to renew their ownership of said Rights & IP.

They aren't selling it. It's been years. They don't need money and don't care. It actually takes them time/money to try to actually sell it.
But yeah, spending anymore time on that "deal" is just wasting time from focusing on getting Paragon Chat playable and getting back to the CoH we all know and love. NCSoft certainly doesn't care, and probably never did.

My main point is that, there has been amazing progress on Paragon Chat, and I'm glad to see it's being focused on more and more. The reality is Paragon Chat is what will have to be focused on to get back to CoH.
Title: Re: Paragon Chat 0.99i Beta!
Post by: Darkfaith on February 01, 2016, 07:53:19 AM
They aren't selling it. It's been years. They don't need money and don't care. It actually takes them time/money to try to actually sell it.
But yeah, spending anymore time on that "deal" is just wasting time from focusing on getting Paragon Chat playable and getting back to the CoH we all know and love. NCSoft certainly doesn't care, and probably never did.

My main point is that, there has been amazing progress on Paragon Chat, and I'm glad to see it's being focused on more and more. The reality is Paragon Chat is what will have to be focused on to get back to CoH.

You know that the people working on Paragon Chat are not the ones working on the deal, and vice versa, right? These are not mutually exclusive things. The work on both can continue on, independent of the status of each other, and if the people working on the deal were to stop...that still wouldn't change a thing about Paragon Chat. The status of the deal will not in any way change the speed at which Paragon Chat is being worked on.

Anyways, nice to see the new features, Codewalker! Great work!
Title: Re: Paragon Chat 0.99i Beta!
Post by: Codewalker on February 01, 2016, 07:55:19 AM
Pretty sure that was covered back on page 1 or 2 of the FAQ thread. We're not holding back because of any past, present, or future attempts at acquiring the IP. Whether or not that ever happens doesn't really change much, and since we have no information one way or the other we decided to go ahead and release Paragon Chat to the public.

EDIT:
You know that the people working on Paragon Chat are not the ones working on the deal, and vice versa, right? These are not mutually exclusive things. The work on both can continue on, independent of the status of each other, and if the people working on the deal were to stop...that still wouldn't change a thing about Paragon Chat. The status of the deal will not in any way change the speed at which Paragon Chat is being worked on.

... aaand beaten by 2 minutes  ;D
Title: Re: Paragon Chat 0.99i Beta!
Post by: LordRayken on February 01, 2016, 05:34:58 PM
Pretty sure that was covered back on page 1 or 2 of the FAQ thread. We're not holding back because of any past, present, or future attempts at acquiring the IP. Whether or not that ever happens doesn't really change much, and since we have no information one way or the other we decided to go ahead and release Paragon Chat to the public.

EDIT:
... aaand beaten by 2 minutes  ;D

Glad to hear it!
Title: Re: Paragon Chat 0.99i Beta!
Post by: damienray on February 01, 2016, 09:04:00 PM
Don't run Tequilla then!

Seriously, you ONLY need it to get i24 and ParagonChat initially. After that, PC updates itself so you never need Tequilla again (unless you're thirsty :P).

Ok, ty for the explanation. Had no idea. (pours shot).
Title: Re: Paragon Chat 0.99i Beta!
Post by: Stitchified on February 01, 2016, 10:20:34 PM
They aren't selling it. It's been years. They don't need money and don't care. It actually takes them time/money to try to actually sell it.
But yeah, spending anymore time on that "deal" is just wasting time from focusing on getting Paragon Chat playable and getting back to the CoH we all know and love. NCSoft certainly doesn't care, and probably never did.

My main point is that, there has been amazing progress on Paragon Chat, and I'm glad to see it's being focused on more and more. The reality is Paragon Chat is what will have to be focused on to get back to CoH.
I understand where you're coming from, I'm just really optimistic about CoH/CoV coming back, but I don't fault you for what you think, because then I'd have to fault myself due to thinking the same way from time to time :P
Title: Re: Paragon Chat 0.99i Beta!
Post by: Stitchified on February 01, 2016, 10:23:37 PM
On the other hand, if they were really interested in selling they'd probably have done so by now. I'm all for hoping we'll get the game back someday but at this point I wouldn't call it likely.
I also understand this as well, and who knows? Maybe we'll get CoH/CoV back within 6 months or so, all we can do is wait and hope, which for me, sucks because I'd rather be playing CoH/CoV... All the more reason to be thankful to everyone who has and still is working on Paragon Chat.
Title: Re: Paragon Chat 0.99i Beta!
Post by: AbbeyRoad on February 04, 2016, 06:37:18 PM
When will we be getting the patch notes for 0.99j?
Title: Re: Paragon Chat 0.99i Beta!
Post by: Aggelakis on February 05, 2016, 03:34:21 AM
When will we be getting the patch notes for 0.99j?
When they're ready.
Title: Re: Paragon Chat 0.99i Beta!
Post by: Valtyr on February 05, 2016, 05:46:22 AM
Title: Re: Paragon Chat 0.99i Beta!
Post by: saipaman on February 05, 2016, 01:12:53 PM
Before the release of .99K?
Title: Re: Paragon Chat 0.99i Beta!
Post by: Codewalker on February 05, 2016, 02:19:01 PM
When will we be getting the patch notes for 0.99j?

The only change in 0.99j is fixing a bug introduced in 0.99i would cause new installs that don't have a database yet to fail to create one, resulting in the 'database corrupt!' error on startup.

The bug didn't affect anyone who upgraded from an earlier version, so for all practical purposes, 0.99j is identical to 0.99i for existing users.
Title: Re: Paragon Chat 0.99i Beta!
Post by: AbbeyRoad on February 05, 2016, 04:02:22 PM
Oh, sweet, thanks.
Title: Re: Paragon Chat 0.99i Beta!
Post by: Paragon Avenger on February 06, 2016, 03:19:11 AM
The only change in 0.99j is fixing a bug introduced in 0.99i would cause new installs that don't have a database yet to fail to create one, resulting in the 'database corrupt!' error on startup.

The bug didn't affect anyone who upgraded from an earlier version, so for all practical purposes, 0.99j is identical to 0.99i for existing users.

It sounds like .99j could have been named .99i.2 or .99ii or .99i1/2 or Banana.
Title: Re: Paragon Chat 0.99i Beta!
Post by: MaidMercury on February 06, 2016, 05:55:25 PM
Hmmm, Today, I couldn't log on the first 2 times, however- I got on after the 3rd.

Guess just keep logging-in until you are successful. 8)
Title: Re: Paragon Chat 0.99i Beta!
Post by: General Idiot on February 07, 2016, 07:41:30 PM
It sounds like .99j could have been named .99i.2 or .99ii or .99i1/2 or Banana.

I like the idea of 0.99i Banana Edition, myself. Just cause reading that would make me laugh every time I opened the program.
Title: Re: Paragon Chat 0.99i Beta!
Post by: Nyghtshade on February 07, 2016, 07:44:58 PM
Not sure if this is the right place for bug reporting, but in AP, on top of the brownstone building directly west of the Atlas Statue, some of the 'smoke-stack' features on the brownstone's roof vanish as you approach them.   Not a big functionality issue, of course, but since I stumbled across it, just thought I'd mention it. :)
Title: Re: Paragon Chat 0.99i Beta!
Post by: Aggelakis on February 08, 2016, 04:17:00 AM
Not sure if this is the right place for bug reporting, but in AP, on top of the brownstone building directly west of the Atlas Statue, some of the 'smoke-stack' features on the brownstone's roof vanish as you approach them.   Not a big functionality issue, of course, but since I stumbled across it, just thought I'd mention it. :)
Paragon Chat cannot change anything about the textures, geometry, and animation of the client without mass-releasing override options, which is not a good idea because we can't guarantee everyone has it (we can't even guarantee everyone's running the same version of PC, let alone every has the same overrides!). Also: Bug thread. (http://www.cohtitan.com/forum/index.php/topic,11078.0.html)
Title: Re: Paragon Chat 0.99i Beta!
Post by: Nyghtshade on February 08, 2016, 05:24:17 AM
Thanks for the info, and thanks also for the link to the bug thread.
Title: Re: Paragon Chat 0.99i Beta!
Post by: Stitchified on March 09, 2016, 12:03:43 AM
So anyone know what's up with Null the Gull in Pocket D? is he/she/it a PC addition or was he/she/it really in CoH/CoV? (I very much doubt that he/she/it was in CoH/CoV, but I wouldn't be surprised if the Devs had put Null in as a way of rewarding people who click on everything :P )
Title: Re: Paragon Chat 0.99i Beta!
Post by: Kelltick on March 09, 2016, 12:25:32 AM
So anyone know what's up with Null the Gull in Pocket D? is he/she/it a PC addition or was he/she/it really in CoH/CoV? (I very much doubt that he/she/it was in CoH/CoV, but I wouldn't be surprised if the Devs had put Null in as a way of rewarding people who click on everything :P )

http://paragonwiki.com/wiki/Null_the_Gull (http://paragonwiki.com/wiki/Null_the_Gull)
Title: Re: Paragon Chat 0.99i Beta!
Post by: Dracoban on March 12, 2016, 09:50:20 PM
Where dp I go to find the stuff I need to get on COH chat??? you guys talk about Tequilla what is that????? I did try to download it from my bottle of Jose Cuervo but so far no I24?
Title: Re: Paragon Chat 0.99i Beta!
Post by: Felderburg on March 13, 2016, 02:16:50 AM
Where dp I go to find the stuff I need to get on COH chat??? you guys talk about Tequilla what is that????? I did try to download it from my bottle of Jose Cuervo but so far no I24?

Quick start guide: http://www.cohtitan.com/forum/index.php/topic,10977.msg186547.html#msg186547

Common questions and problems: http://www.cohtitan.com/forum/index.php/topic,10977.msg186581.html#msg186581
Title: Re: Paragon Chat 0.99i Beta!
Post by: GamingGlen on March 13, 2016, 03:27:38 PM
Where dp I go to find the stuff I need to get on COH chat??? you guys talk about Tequilla what is that????? I did try to download it from my bottle of Jose Cuervo but so far no I24?

You didn't drink enough.
Title: Re: Paragon Chat 0.99i Beta!
Post by: MaidMercury on March 17, 2016, 01:57:59 AM
eat the worm.
;D
Title: Re: Paragon Chat 0.99i Beta!
Post by: stibs84 on March 23, 2016, 05:28:11 PM
I've never posted here before, but I've lurked a lot. Most of my Superheroing time is spent over in Champions Online, but I greatly miss the Virtue's RP community. Though I've always been more of a casual RPer, CO just... isn't the same.

Anyways, I just wanted to thank everyone who's involved with ParagonChat for bringing some semblance of CoX back to life, even if it's "only" as a chat app. I also want to thank those who have contributed to Valiance Online, City of Titans, and the other would-be spiritual successors to CoX. Here's to fond memories and a possibility to make more.

;D