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Paragon Chat => Announcements => Topic started by: Codewalker on October 24, 2016, 09:47:26 PM

Title: Paragon Chat 1.0.6 Patch Notes
Post by: Codewalker on October 24, 2016, 09:47:26 PM
Patch notes for version 1.0.6
Update branch: Release
Release date: 23 Oct 2016

General
UI
Zones


Patch notes for version 1.0.6.1
Update branch: Release
Release date: 26 Oct 2016

Time Itself


Patch notes for version 1.0.6.2
Update branch: Release
Release date: 28 Oct 2016

Events
Title: Re: Paragon Chat 1.0.6 Patch Notes
Post by: Nyghtshade on October 25, 2016, 02:12:22 PM
Instead of being perpetual night, it seems to change from day to night to day to night every couple of minutes.
Title: Re: Paragon Chat 1.0.6 Patch Notes
Post by: Tahquitz on October 26, 2016, 01:58:17 AM
Yep.  Time's a little bit broken at the moment.

At the nightfall, the moon rises, then rubber bands back to a position it was at approx. 8 seconds ago.  Then it disappears and the sun is present and unmoving until night returns.  Daytime position is random: it could be noon, dusk, or daybreak, then night returns about one minute later (Daylight progresses normally for that minute. If it's peach-colored dusk, it'll turn purple before night falls.  Noon basically stays noon.)
Title: Re: Paragon Chat 1.0.6 Patch Notes
Post by: saipaman on October 26, 2016, 02:21:22 AM
Just signs of another crisis in Paragon City.
Title: Re: Paragon Chat 1.0.6 Patch Notes
Post by: Tahquitz on October 26, 2016, 04:23:46 AM
Upon further study, it looks like the interval between "nights" is completely random, as night itself is also an option (moon ascends normally, then REALLY rubber bands back to the same position and repeats rubber banding every 8 seconds.)

I observed this in Atlas Park.  Other parts of the city don't emulate sun/moon placement.
Title: Re: Paragon Chat 1.0.6 Patch Notes
Post by: Pengy on October 26, 2016, 12:27:49 PM
I get the impression that the "day" segment is the "real" time in Paragon City while the "night" is always around midnight.
Title: Re: Paragon Chat 1.0.6 Patch Notes
Post by: Fighting Blaze on October 27, 2016, 09:48:54 PM
Too tired to think so I will ask, what is this for, and where do I go to see this day night cycle?
Title: Re: Paragon Chat 1.0.6 Patch Notes
Post by: saipaman on October 27, 2016, 10:56:25 PM
Too tired to think so I will ask, what is this for, and where do I go to see this day night cycle?

I saw it in Atlas Park.  I would imagine it is for Halloween.
Title: Re: Paragon Chat 1.0.6 Patch Notes
Post by: Tahquitz on October 28, 2016, 12:22:35 AM
Version 1.0.6.1 was released today, and the time issues have been fixed: we're in perma-night, and the moon doesn't move! :D

All set for Halloween!
Title: Re: Paragon Chat 1.0.6 Patch Notes
Post by: Nyx Nought Nothing on October 28, 2016, 01:35:36 AM
Yep.  Time's a little bit broken at the moment.

At the nightfall, the moon rises, then rubber bands back to a position it was at approx. 8 seconds ago.  Then it disappears and the sun is present and unmoving until night returns.  Daytime position is random: it could be noon, dusk, or daybreak, then night returns about one minute later (Daylight progresses normally for that minute. If it's peach-colored dusk, it'll turn purple before night falls.  Noon basically stays noon.)
CoH had the moon in a polar orbit, so things were already pretty odd from launch on Primal Earth.
Title: Re: Paragon Chat 1.0.6 Patch Notes
Post by: Nyghtshade on October 28, 2016, 04:37:33 AM
Looks like the problem was solved, as it was night-time all the way through the costume contest in AP tonight.  Thanks!
Title: Re: Paragon Chat 1.0.6 Patch Notes
Post by: Pengy on October 28, 2016, 11:51:32 PM
That's a really big newspaper.
Title: Re: Paragon Chat 1.0.6 Patch Notes
Post by: Nyghtshade on October 29, 2016, 06:00:42 AM
Codewalker, you and your team are freakin' geniuses!  That's all I'm saying for now, except, oh wow, oh wow!!
Title: Re: Paragon Chat 1.0.6 Patch Notes
Post by: Nyx Nought Nothing on October 29, 2016, 03:22:11 PM
CoH had the moon in a polar orbit, so things were already pretty odd from launch on Primal Earth.
Actually, when i think about it the observed path of the moon in CoH implies an orbit that would either be well within the Roche Limit or a much smaller moon than on our Earth. (Actually it would probably be both.) Or it's really an artifact, a ship designed to resemble a moon. In which case we need people to locate the face on Mars, the butt on Mercury, and the navel on Luna so we can have a three way interplanetary dogfight.
Title: Re: Paragon Chat 1.0.6 Patch Notes
Post by: Pearl Dragon on October 29, 2016, 03:51:20 PM
Codewalker, you are your team are freakin' geniuses!  That's all I'm saying for now, except, oh wow, oh wow!!

This!
Title: Re: Paragon Chat 1.0.6 Patch Notes
Post by: Nyghtshade on October 29, 2016, 07:33:55 PM
Also, if someone says they can't see your latest efforts, CW, is there anything they should try other than logging out and logging back in again?
Title: Re: Paragon Chat 1.0.6 Patch Notes
Post by: Codewalker on October 29, 2016, 07:49:04 PM
Make sure they're running 1.0.6.2. If they aren't sure, you can right-click on them and look at the info to see what version they have.

It *should* be as simple as completely exiting the program and letting the auto-updater do its thing, unless they have it set to "Never Check"
Title: Re: Paragon Chat 1.0.6 Patch Notes
Post by: Nyghtshade on October 29, 2016, 07:57:03 PM
Thanks, I'll pass that on to anyone having a problem.  So far, just one, and once he logged out and in again, he was fine.
Title: Re: Paragon Chat 1.0.6 Patch Notes
Post by: LaughingAlex on October 29, 2016, 11:48:07 PM
I've been disconnected and cannot get back in is anyone having any other trouble?

I'm the judge for Mad Scientists but I have been dropped from the XMPP and cannot reconnect.
Title: Re: Paragon Chat 1.0.6 Patch Notes
Post by: Challenger on October 29, 2016, 11:51:11 PM
Yes XMPP seems to have gone down.  Might be due to the traffic load.
Title: Re: Paragon Chat 1.0.6 Patch Notes
Post by: LaughingAlex on October 29, 2016, 11:52:57 PM
And here i thought it was my bad luck screwing me over....hate when this happens :s.
Title: Re: Paragon Chat 1.0.6 Patch Notes
Post by: Challenger on October 29, 2016, 11:55:14 PM
Couldn't have happened at a worst time too.
Title: Re: Paragon Chat 1.0.6 Patch Notes
Post by: WildFire15 on October 30, 2016, 02:51:56 PM
Is there a way to direct where the costume creator saves costumes? Built a new computer a few months ago with 2 hard drives and decided to have a play around on Paragon Chat, tried saving costume but I couldn't change the file directory to where I wanted to save (wanted to save to the drive I have my OS on, not where I store stuff). Is that a bug or deliberate?
Title: Re: Paragon Chat 1.0.6 Patch Notes
Post by: Codewalker on October 30, 2016, 06:13:26 PM
Is that a bug or deliberate?

Neither. It's inherited. The COH client never had an option to save costumes anywhere other than the default location.

Paragon Chat redirects that default to its own install, so you do have a few options. The simplest is just to move your whole Paragon Chat install to your preferred location. Use the folder icon on the login screen to find where it currently is, go up one level, and (after exiting Paragon Chat), move the whole thing somewhere else. Anything you create inside of it such as costumes and screenshots will come along for the ride.

If you're familiar with the file system and comfortable using the command line, you could also create a symbolic link to somewhere else to replace the 'Costumes' directory, but that's a bit more specialized.
Title: Re: Paragon Chat 1.0.6 Patch Notes
Post by: WildFire15 on October 30, 2016, 10:54:40 PM
Neither. It's inherited. The COH client never had an option to save costumes anywhere other than the default location.

Paragon Chat redirects that default to its own install, so you do have a few options. The simplest is just to move your whole Paragon Chat install to your preferred location. Use the folder icon on the login screen to find where it currently is, go up one level, and (after exiting Paragon Chat), move the whole thing somewhere else. Anything you create inside of it such as costumes and screenshots will come along for the ride.

If you're familiar with the file system and comfortable using the command line, you could also create a symbolic link to somewhere else to replace the 'Costumes' directory, but that's a bit more specialized.

The installation is on the D:\ drive (main storage), I've reset and verified it just to be sure, but it looks like the roaming app data where costumes are getting saved to and loaded from (client says it's saving to C:\PC\Costumes) is staying on the C:\ drive (OS), seemingly deciding to stay put when I set everything else up without me realizing. Seeing as costume data is only tiny I might just leave it.
Title: Re: Paragon Chat 1.0.6 Patch Notes
Post by: Codewalker on October 30, 2016, 11:11:27 PM
The installation is on the D:\ drive (main storage), I've reset and verified it just to be sure, but it looks like the roaming app data where costumes are getting saved to and loaded from

The COH install and the Paragon Chat install are completely separate. The one you're seeing in roaming app data (probably AppData\Roaming\ParagonChat) is the Paragon Chat install, along with all it's data. That's what you want to move elsewhere, like D:\Games\ParagonChat or wherever.

It's self contained so you can just move the whole thing without having to reinstall. If you have a desktop shortcut or anything you might have to update it to point the right place, or you can just make a new shortcut to Bin\ParagonChat.exe in the new location.

PC does use the assets and data files out of the COH directory, but other than that doesn't modify it in any way. That's on purpose, just on the off chance that those files ever have another use again someday.

(client says it's saving to C:\PC\Costumes) is staying on the C:\ drive (OS)

Ignore that. The COH client uses legacy APIs, and it doesn't work with path names that are more than 260 characters long or have international characters in them. Paragon Chat intercepts all of its file access and redirects it using more modern APIs, letting COH think that it's installed somewhere easy for it to handle. When you see "C:\PC\Costumes", it's actually being saved in "[wherever Paragon Chat is running from]\Costumes"
Title: Re: Paragon Chat 1.0.6 Patch Notes
Post by: WildFire15 on October 31, 2016, 05:07:15 PM
Thanks for clearing that up, CW. Keep up the good work :)
Title: Re: Paragon Chat 1.0.6 Patch Notes
Post by: crashpositron on October 31, 2016, 05:29:45 PM
personal request: CodeWalker, when you switch time back on, could you also re-increase the timer on the AFK feature?
People trying to talk to me get 'away' messages after only a minute or so - could you make it like 10 minutes do you think ?
Title: Re: Paragon Chat 1.0.6 Patch Notes
Post by: Nyghtshade on December 05, 2016, 02:58:58 AM
Snow in Kings Row!  Loving it.   :D
Title: Re: Paragon Chat 1.0.6 Patch Notes
Post by: Nyx Nought Nothing on December 08, 2016, 11:19:27 PM
Snow in Kings Row!  Loving it.   :D
Missed the snow in KR, but was surrounded by snow after zoning into AP, but then it vanished after a stop at the tailor. Not sure what the rules are for making it show up yet.
Edit: In Atlas Park at least the most consistent method of making the snow appear/reappear i've found so far is flying upwards a bit until it starts snowing.
Title: Re: Paragon Chat 1.0.6 Patch Notes
Post by: Codewalker on December 13, 2016, 05:05:40 PM
Not sure what the rules are for making it show up yet.

ParagonChat/hacks.c, line 1305:
Code: [Select]
#define SNOW_INTERVAL_MIN 10800
#define SNOW_INTERVAL_MAX 86400

void hackDoWeather()
{
    bool cansnow = false;
    unsigned int rng;
    float heavyness, snowval;
    int interval;
    SYSTEMTIME st;
    U32 now;
    int i;

    for (i = 0; i < SIZE(s_snowable_zones); i++) {
        if (backend(type) == BACKEND_XMPP &&
            backend(info)->id == s_snowable_zones[i])
            cansnow = true;
    }
    if (!cansnow)
        return;                         // early out since it could never snow here

    timeAdjusted(&st);                  // UTC
//    st.wMonth = debug_month_override;
//    st.wDay = debug_day_override;
    now = timeSeconds();

    if (st.wMonth != 12 && st.wMonth != 1) {      // only do snowfall in Dec and Jan
        cansnow = false;
    } else {
        heavyness = (st.wMonth == 1 ? 31 : 0) + st.wDay;
        heavyness = sinf((PI*heavyness) / 63.f);
        heavyness *= heavyness;     // sin^2 for slower buildup

        if (backend(info)->id == 5) {
            // It snows way more often in King's Row. Just because.
            heavyness = (heavyness * 2.0) + 0.1;
        }

        // generate random number based off zone ID and some fuzz
        rng = (backend(info)->id + 5127 + st.wDay*309) * 1103515245 + 12345;
        interval = SNOW_INTERVAL_MIN + rng % (SNOW_INTERVAL_MAX - SNOW_INTERVAL_MIN);
        rng = (backend(info)->id + 13375005 + st.wDay*221) * 1103515245 + 12345;
        snowval = (float)rng / (float)UINT_MAX;
        // cycle snow state every SNOW_INTERVAL seconds
        snowval += (float)(now % interval) / (float)interval;
        if (snowval > 1.0)
            snowval = snowval - 1.0;

        if (snowval >= heavyness)
            cansnow = false;

//        printf("Snow update: rng=%u, heavyness=%f, snowval=%f, %s\n",
//            rng, heavyness, snowval, cansnow ? "IS SNOWING!" : "not snowing");
    }

    if (!cansnow) {
        hackResetWeather();
        return;
    }

    s_snowing = true;

    ...

Translation: Snowfall runs on a fixed cycle between 3 and 24 hours long, but the length and phasing of the cycle vary from day to day in different zones based on a deterministic algorithm.

Each zone gets at least some snow once per cycle, depending on the overall weather. What percentage of each cycle is snow-filled follows a sin^2 curve, starting out light on Dec. 1, getting progressively heavier towards Jan 1, and falling back off again.

You also need a clear line of sight to the sky for snow to be visible -- if you are indoors or under an overhang, you won't get any snow on your head.