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Drex83

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About Drex83

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  1. A friend in a warframe discord had a similar issue recently I think something is screwed up with the auto trade ban algorithm. Possibly more on that later. So this friend, was out of country on a trip for about two weeks in think it was. It's my understanding iirc that they logged into for daily milestone credit but didn't otherwise play. Upon returning home and trying to trade they discovered they had a two week trade ban, this was overturned later, but otherwise was given the same reason as op. As for the other friend, may or may not be related: they got a full game ban till 2035 for unknown reasons. Still waiting to figure out what that's about. Keeping in mind both of these people are long time players and community members. The second one I know for sure has like 5k hours on the game. Something isn't right
  2. A couple thoughts here: On the topic of Forge All, that's handy! Although I will point out one thing I think needs fixed here if it hasn't been but I don't think it has yet. You know that intrinsic that ups your forge output? It only works in combat zones, if you do it in drydock you're expected to pay regular price. This seems hinky to me, you shouldn't get charged more to use it in drydock imho, this is probably just an oversight and not intentional. Also minor tangent here, but while we're on the topic of the UI scrolling, I'd like to add that scroll wheel on PC for zooming in and out in the advanced open world map's been broken for a number of months now (or at the very least it doesn't work for me and at least one other friend I know) Gamepads are capable of zooming this dialog properly on PC however. I haven't been able to find any bind in the PC binds that controls this or I would have fixed it myself, it seems to not be something that works like that. But yeah, while this is broken you can't see the map super detailed, and especially in Vallis, can't even get close to seeing the entire map without this function unless you have your UI scaled down quite a lot Also new market dialog's looking pretty good 👍
  3. Honestly I'd be really happy if they'd just get the railjack action set implemented. Even if the names are outdated at least the functions are working on some things like melee channel doing heavy attack haha. But yeah tac menu needs a bind, and the reason control isn't properly moving out menus is because that railjack action set is missing =\
  4. I know you guys said hold E being a toggle wasn't in the cards, but it really should be. With all due respect please don't forget that that is why it came back in the first place was people complaining about it. So you've effectively gotten complaints from both directions on it. I think sometimes what you want is going to be situational but I will say that Glaives are already not a huge pick with the new melee so far and having absolutely no way to throw these without fully pulling them out first is really limited feeling so I hope in the case of those at least you can figure out some kind of work around. Come to think of it, probably good for gunblades too. Or alternatively, add a heavy attack bind that works with guns out already perhaps? This would also solve the new melee system's inability to heavy slam down from bullet glide which would be nice
  5. That's not been the way to remove it for a long time, those are permanent items now as they can be enabled/disabled at will in the orbiter decoration settings
  6. Wanted to get this back up, this is still broken. Actually it's more broken than stated this is not just the vasca one, all the ones for the plains are busted like this.
  7. I just wanted to bring up a few emblem issues that've popped up in the last couple months, so here goes! First off, the new Sigma armor is clipping with emblems. This happens on every frame I've tried it on and is 100% reproducible. Example: https://imgur.com/a/kAhMC38 and https://imgur.com/a/NyyEs5x As for Ivara Prime: This one's a bit weirder. Ivara has a bigger left upper arm than right. Because of this, her left arm decoration built in always clips with emblems (without armor) as seen here: https://imgur.com/a/OSeahhM However, if she uses some armor, it'll still clip with various emblems on the left side, and sometimes even on the right, which doesn't have the big arm. The most egregious of these on the right side, is the Eos (regular or prime) set. As seen here, you can see the emblem is about 98% not visible: (Take note, the red diamond lich emblem from earlier is on for this example) https://imgur.com/a/qstNJut As for the left side with the big arm, the Eos sets also still slightly clip with the arm on that side, but not entirely like the right side: https://imgur.com/a/pUTEEhI Also, the Kuva set's Zevokk shoulder plates also mess this up in a very different way. On the right one, the emblem sticks it downward on the front on the right one, or downward on the back on the left one as seen here: https://imgur.com/a/WP4YriX and https://imgur.com/a/xgFNM1y Also this is an older set, I'm not sure how long it's been this way it definitely looks more awkward on some frames/emblems than others, but the Dendra shoulder armor seems to be displaying emblems off center at a strange angle as seen here: https://imgur.com/a/f4zBtue
  8. I was just going to post this and a few other emblem related ones myself, but yep can definitely confirm that's a thing
  9. Appreciate the controller fixes but please don't forget that Steam Controllers and Steam's Input API is still out of date, we have no railjack input set or archwing blink working properly see here for the long form of it: https://forums.warframe.com/topic/1162108-steam-controllerinput-has-issues-with-railjack-heres-some-of-what-we-need-to-fix-it/?tab=comments#comment-11318032 Whether you consider that valve recently discontinued the steam controller or not, please keep in mind they have no intention of depreciating the API and a version 2 patent is filed. Anybody with any pad can use it to gain features, like desktop profiles, alt tab, media controls, ps4 touch pad use on pc, or gyro on pc for ps4/switch, or touch screen controls streaming the game to your phone or tablet. In any case, given that valve had a fire sale and sold 100% of their pad stock at Christmas, there's probably more people than ever checking that out. I'm sure it's not a top priority but please check it out when you guys get a minute. Thanks, keep up those spicy updates
  10. That's a strange one I haven't seen that occur before I wonder what's doing it. When I opened this I figured it was about the syndicate progress numbers in the mission report being wrong (not sure why, but those have been broken a VERY long time) but yeah this is different I haven't seen this one happen, very strrrrange
  11. I wanted to open by saying I'm super glad that DE chose to support Steam Controllers/Input. I know it's been a bit of a headache for you guys to keep up on but it's great for those of us using it when it works! I wanted to make this post to try to narrow in on the key issues missing in the Railjack update on here to get the controller working again properly with this update. Also I'm longwinded as hell so I apologize in advance. I think many games may still not natively support it (even though it can be generically used but not as well) but I think it's worth noting that while the Steam Controller got discontinued, the v2 patent's been filed months ago, I don't know if they'll use it but I do know, that they had a fire sale and sold out all units world wide in December. So, there's probably more Steam pads out in the wild than ever before, and while many don't look, the other major pads are all supported by it, which is why I feel it's important to update this when DE gets a chance. Steam's software for pads is quite useful for doing not just different binds, but more importantly, allows non-Xbox pads to work more like they should, such as allowing PS4 pads to use their touch pad, or using the gyro on switch/playstation controls which is paramount in making aiming waaaaay better if setup correctly. Not to mention the ability to alt tab out of games, and a desktop profile for browsing and stuff without dropping the pad. Before I really started I just wanted to mention these notes for why I feel this input API is good and should continue to be supported, since it really can support every PC player not just Steam Controller users. Anyway, moving on here's the biggest issues thus far. First off, as I'm sure you're aware, every pad setup handled in game, has what I believe in your EE.logs when they rotate, refer to as, "input filters." (Or at least I think that's what those are, I think I saw one for transference before in the logs but that one is accessible in the game menus, maybe some are hidden? dunno) These filters are used so there can be a separate config for menus, railjack, frame fighter, etc. I'm sure DE knows what I'm talking about but to steer my point here's an image, look at the tabs up top in this image: https://imgur.com/a/1M14ujd Ok so onto Problem #1! The tl;dr of Problem #1: There's no Railjack action set, this needs corrected, some actions need copied to this new set, and missing actions need implemented My commentary on Problem #1: So here's the thing, Steam's Input, uses it's own pad binding software. Games, like Warframe, which support binding directly to in game actions instead of regular binds, can automatically switch input filters (or as Steam calls them "action sets") on it's own without the game handling it. The problem is, no action set has been added for Steam Input for Railjack yet (or Shawzin, actually, but that's not really important to gameplay but would be a nice bonus!) As you can see here in the second image, we're completely missing the Railjack action set at the top (actually there's too many action sets to see them all but I assure you it's just the Launcher and Frame Fighter one, off screen, as could be seen here: https://imgur.com/a/xT6Cx35 So, as it currently stands when you try to pilot the Railjack, what happens is, depending on whether you're holding your melee weapon or your gun, you will get stuck in the "Game" or "Melee Mode" action sets on pilot. Some of the actions from these sets already work, so there's probably not quite as much to add here as meets the eye, so much as copy some actions to a new Railjack set. I feel the existing Mouse on right touch pad is already fine as usual, movement seems fine as well, I think the ability menu for using the ship battle avionics is fine. As for things that don't work however, the "Sprint" action carried over from the regular set seems to be boosting, but doing dodges/drifting doesn't work with that one, so I'm guessing that button is just boost and no maneuver or boost+maneuver combo key like PC has? I'm not really sure here, since the actual Xbox binds only show 'Boost' in them and nothing else in game and I can't figure out how to make the drifting or dodges work like on KB/M. The interact key's already working for Dismount properly. Also, Archwing Up AND Jump, both go up so that works out nicely, likewise crouch/archwing down work similarly. So if we go by what is visible in the Railjack input filter image above for Xbox it would seem the following items need updated or are missing actions that would need implemented: Fix Boost (I dunno if it just isn't working right, or if Boost, Maneuver, and Boost/Maneuver actions should be added like PC, but I can't drift with this "Sprint" action triggering it at the moment, if anyone else has input on this reply away! Maybe adding all 3 of these types as an action available would be useful) Add "Switch Primary" action and add to Left Touch Pad, Right direction on default profile (I think these are for tactical menu on the left with the ability menu button held? Not sure what Switch secondary does) Add "Switch Secondary" action and add to Left Touch Pad, Left direction on default profile Add "Dismount" action and add to X button on default profile (but Interact action from other sets works, just needs a copy and rename) Add "Ordnance" action and to Right Touch Pad Click on default profile Add "Toggle Railjack Camera" action and add to Left Touch Pad, Up direction Add "Move Up" action and add to A button in default profile (Remember, Archwing Up and Jump actions in other action sets seem to work for this already) Add "Move Down" action and add to LB button in default profile (Remember, Archwing Down and Crouch, and combo crouch actions in other action sets seem to work for this already) In the Xbox profile, LB is "Move Down / Dodge / Blink" if the Blink action is what causes the Railjack to do maneuver boosts and drifting, the Blink action needs to be on LB somehow Add "Boost" action to Left Stick Click Down and add to default profile (Remember, Sprint in other action sets did boost without maneuvers already in the ground action set) Add Mouse look to Right Touch Pad on touch in the default profile Add "Show Pause Menu" action to Railjack action set, as the Escape menu won't function at all in Steam's style if it's blank unlike your in game one for Xbox in the screenshot, and add it to the > arrow button in the default profile Add "Move" action and add it to the Left Stick in the default profile (Movement from the regular ground sets already worked this can probably be copied) Now the #2 Problem! The tl'dr of Problem #2: Archwing Blink has no action to do it, and the Archwing Move Down action doesn't do it. The function needs added to the "Archwing Move Down" action or added separately as an "Archwing Blink" action in the Steam Input API, and then added as an additional default bind to the default gamepad profile in Steam from DE. Latter option is much more flexible and recommended imho. My commentary on Problem #2: Archwing Blink still doesn't work. While I know resetting binds to default for Xbox worked for the Xbox pads, that has had no bearing on the Steam Controller for myself. I could generically set the Steam bind to a keyboard bind bound to 'roll' in game which would do this, or, Xbox LB. The problem with Xbox LB however, is that item in game already has other stuff on it, for everything, dodging, archwing move down, etc. It's going to be a janky mess to work that into a Steam Controller profile as the SC is just not like the average Xbox style, many players will move many of these actions around to suit, because of how it's built and generically binding LB will make a mess of things as it's not really made to work quite that way, especially with the existing actions we're used to. This controller is great, but it's oddball since it has inner grips, a large right touch pad that can have many binds on it depending on how it's configured, including the aiming itself, but a small face button layout which makes it kinda bizarre, compared to a PS4/Xbox pad anyway, but it's really awesome when you get used to it, especially since it has vastly superior aiming ability. But anyway, for example, if I were to do any Archwing and had a key bound to keyboard roll, and bound it, I could blink, but, when I'm on ground again hitting that button will end up rolling every time, plus whatever else is bound on it in Steam's configurator. Likewise, if I were to bind Xinput LB to it, I'd end up doing everything bound to LB by the game itself (which is multiple actions already,) as well as anything on the bind in Steam's configurator (which again would multiple actions already by default) This would be very messy flipping between these two pad editors trying to jerry rig the in game one to make up for actions the game has missing from Steam's Input API. Gamepads have limited space, so as you know often more than one action is bound to the same button, so that 'roll' is going to end up conflicting with any other thing you stuck on that button if you're using anything other than the default, of course. Since Archwing doesn't have it's own action set, this can't be cleanly correctly without an "Archwing Blink" action being added, or, modifying the "Archwing Move Down" Steam Input action, to have blink, which is somewhat similar to the "Move Down / Dodge / Blink" action, used in the in game binds for Xinput controllers, sans the Dodge of course. I would recommend though, just making the new action "Blink" solo and let people just choose to bind more than one action to the same button I feel this will lead to the cleanest layouts people can make! Also of course, you'd need to add this as one of the default actions to LB in the default profile from DE to load as well in both the "Game" and "Melee Mode" action sets. Oh also, if it helps you in any case, it seems your logs already know this set is missing as this happens frequently when attempting to fly the ship: 4446.412 Input [Info]: GamepadDeviceSteam::InitMapping() called with unknown InputFilter 'RailjackInputFilter' (may need adding to SteamActionSets in InputController) Phew, hope that's everything for now. Anyway thanks for taking a look, wow writing this up took entirely more time than I expected lol. Anyway I hoped to possibly streamline what's missing and needed on the Steam Input actions. Even if you had to run a quick half assed version for a while, if you could at least add a Railjack action set to load when piloting so we could bind buttons to keyboard or regular Xbox pad inputs it would be a start to getting things working in RJ! But, I know you guys are busy, lot of RJ to fix and liches hadn't had a lot of run time before this hit either, so good luck on the hotfixes guys.
  12. Yep, seen this, definitely the wrong direction and is 100% reproducible every time you look
  13. I'm not sure 100% what causes this, especially since I have particle ram up a lot and sometimes it will damage ramsleds a bit, but I have a Zetki Pulsar Mk 3 which I decided to start giving a shot again since the recent rebalances. When ramsleds are launched at the ship though, and I try to fire on them, it usually doesn't work. I'll be honest I'm not sure if other guns are doing this at the moment but I don't think they are? Or perhaps, you have to hit a certain spot, but I don't recall that being a thing before. Like 85% of my shots minimum usually do 0 damage to ramsleds though. It's not just seeing numbers and not seeing the health bar go down either, it flat out says 0 on hit. But here's the clip: https://gfycat.com/niftylikableamericanwirehair As you can see, I'm doing 0 damage on most hits, in this case I didn't have the ram up, and I don't have the intrinsic that causes damage to ships I slam into yet either. So I'm not really sure what's even doing the damage to them they are taking but as you can see the pulsars are doing nada most of the time. Edit: Oh yeah thought I should mention this shouldn't be happening in heal bubbles as I've had it happen plenty of times around Saturn. Also I just tried soloing an Earth map as of v27.0.11.1 the Earth ones seem to be taking damage fine now. After doing a Saturn mission, I'm still getting some hits, and some fails. Are these supposed to not take damage on some locations? I don't recall this being an issue before. After more messing around on Saturn though, with a Carcinnox I'm not really noticing hits failing, I'm not sure if they're hitting a different location because of travel time that the Pulsar does have or not, but I feel like Pulsar is getting 0s a lot and it may only be from the more frontal arc of the ram sleds. I just wanted to put this out since I'm not sure if this is intentional
  14. You might want to add what pad you're using and if you're using Steam's input API for extra features too. Sadly I know if you use steam input or a steam controller railjack is all kinds of screwy right now unfortunately
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