Showing Posts For Think.8042:
I can easily reproduce this crash here, also sent in crash reports with a “gemstore” comment in the detail window.
Memory at address 00000000`032e0000 could not be written
So, I was just looking at this wiki article on a Box of Recipes – which says there are 4 recipes that are unlocked by it.
The API on that item says it unlocks recipe 11352 which is the first from that list.
The other 3 items on the list, all say “LearnedFromItem”, but there is no match on their recipe_id on all the items in the API.
- https://api.guildwars2.com/v2/recipes/11357 Experimental Staff Head
- https://api.guildwars2.com/v2/recipes/11525 Experimental Staff Shaft
- https://api.guildwars2.com/v2/recipes/10442 Legendary Inscription
If this is a problem, and recipe sheets can now unlock multiple recipes, this would affect some more of the new precursor “bulk” recipe boxes, too.
Otherwise, what am I missing here?
So, it seems like this is still happening. Hammers turn off while you’re next to walls or steep slopes. Can someone confirm?
That error is usually appearing when the servers are overloaded, at least for the wiki that is
Would it be possible to remember to give the UTC times as well? Not everyone lives in states, you know.
7:30 UTC, but I agree, it’s something that should be standard in every single announcement that contains times in an international game.
- Rewards scale with the number of Mordrem incursions you help defeat.
- There also is a daily map bonus for repelling invasions.
So it’s not scaling with the total amount of mordrem events done by the map? Just a scale based of the personal participation?
What’s the daily map bonus? Is it applied for each of the three maps?
I remember when there was a detailed list of rewards given previous or on release of these kinds of events.
Just so Sylvari and Asura don’t feel too alone. The outfit also clips in the flat ground on human females.
Yeah, how exactly did this happen?
“Make the interface unclickable unless the person has enough funds to buy one of our preset amounts. Also make it unclickable if you accidentally enter a higher than affordable number of gems since the entry form doesn’t allow you to remove the last character.”
I also just sent around some gold to be able to use the menu again…
So, is the SMS authentication supposed to work yet? I tried adding it, and it accepted my number, but I didn’t get an SMS, even after waiting for two hours and resending it.
Concerning the recap, that is great, but it would be better if other languages than English could get theirs too…
That’s coming in a future update. We have all the localized VO and subtitles ready to go but ran into a tech issue that was preventing them from triggering and displaying properly.
So, I just watched the cutscene, in german with german audio and subtitles. What’s up with that note?
I can understand the idle animations, seeing as they are a problem in certain cutscenes, but the running animation is really a strange thing. I never understood why that was changed …
But that’s entirely static information (based on weapon[type]) – no need to supply that.
Different question: can we get skin_ids from the item_details.json for consumable[transmutation] “skin unlock” items like the gemstore weapons/armors?
(edited by Think.8042)
For a friend: Ticket #422354
I feel like the replies from customer support are not exactly friendly (see later replies). Also, the char name should fall under policy, but is somehow not changed.
Same for the EU Riverside/Baruch/Kodash matchup. Got ported to spawn and scoring shows weird data.
Race: Norn, Female
Profession: Elementalist
Armor: T2 Light Norn / Havroun armor, multiple pieces
This armor has several lines or texture errors along materials. I’m describing from the image below.
1) The shoe sole creates a red line along the shoe, and both small furs along the shoe have that too.
2, 4, 5) The small metal plate circles have red lines going through the middle from top down. The middle one in the back has it going down a little further.
3) The lower part of the leg armor has a small decorative part going around. It creates a red line in the middle of the rear side of it. It’s probably the worst because you see it very much while moving around.
6) Fur has a red line along the edges, more visibly on the top
7) Not sure if intended: small red dot on the arm piece.
Cliff already mentioned that the API might be instable when a new patch is deployed. Although there should be a more obvious indication that data might be incomplete/unavailable (just make the build API return a flag or something because it’s the smallest API we can poll more often).
Another problem is now that items appear as discovered, but the recipes that create them are still hidden. This is a little inconsistent, but probably caused by the fact that people are trading them, but nobody bothers to craft/discover. This leads to the problem that you can no longer be sure if an item is craftable or not, when the recipes are out of sync with items.
Example: Item #13585, Explorer’s Destroyer Staff. Since the last update, this item is in the item list, but not the recipe that is used for crafting it.
Any chance of making recipes for discovered items discovered by default?
Sorry, I somehow thought I posted the Gist link here. Since it’s already done now and looks pretty much exactly like mine, I won’t bother posting an identical copy, so people can focus a little more on what’s working.
Yep, converting this new algorithm to PHP was not too hard, also using arrays for vectors and some algebra functions. Thanks for the precalculated values, too.
=)
This is exactly my concern, too ^^
The language tags are part of the actual server names, with all of the problems this causes, especially in WvW – and ironically, the naming schemes are much more broken in these special languages than in english.
In Beta, there were no tags for the servers, and since renaming a server costs much less than implementing say a real server tag system, this is what they did.
I posted that earlier up there but the solution should work the same. At least for me it does.
Yeah, it does. The colors look like they’re calculated correctly, but I was wondering if clamping to the RGB space is really the way this is intended to be done.
I get the same colors that are already visible, because Opera will silently clamp negative or excessive RGB values to [0..255], but is this really the way to go?
I’m still unsure if these are right, but: https://chillerlan.net/gw2color.php
Nailed it!
Really? Hot Purple, #526
→ rgb(308,-11,308)
Same problem as Ish mentioned above, even with clamping, the HSL shift will create values outside of HSL, and subsequently RGB.
What are you normalizing? The RGB input? The calculation results? And how are you doing the normalization considering the fact that RGB is only defined on positive values.
Converting RGB 90, -12, -12 results in HSL 1 / 1.30 / 0.15 (rounded) for me.
I’ve seen this happening up to a resulting RGB value of 111,-32,-8 on #122 (Ruby, metal).
Changing it up to 111,0,0 doesn’t completely kill the color, but it’s still something to consider.
You might also want to take a look at colors #144, 145, 146, they have these negative values on all materials.
I’ve set this up in my Perl module, and I’m running into cases where the saturation transform results in a value greater than 1, which in turn results in negative RGB values. I know that hue can just wrap-around (i.e. if hue > 360 {hue = hue – 360} ), but what do you do for saturation?
Do you have some specific examples so i can check that?
Try (144, Umber) or (341, Patina). There’s some more that have saturation > 1.
EDIT: (947, White) has lightness > 1 instead of saturation.
Cliff, do you sleep at all? It’s like 2am.
Additional request: since “Hot Pink” was used as an example all over, I just noticed that the API returns two colors with that name. I suppose one of them (most likely #1199) is the armor dye unlock, and the other one (#128) is for char creation or something. Any chance we could have their source flagged. I suppose this is a property of the unlock items/char creation data and not something the colors know about themselves, but it would be kind of nice to be able to distinguish.
Hm, annoying. I was going off this SO post
Ish, thanks for noticing, it was a little late yesterday. I’m doing more precise calculations now and seeing the same things smiley got.
I did some rounding (because I’m even too lazy to type), and my resulting color is a little too dark for “hot pink”, but we’ll need your other steps to verify.
If my HSL / RGB conversion is wrong, blame them It’s the most calculation-intensive part anyways.
The conversion might be worth doing a second post on the other thread with some examples in different languages. Python for example seems to have a standard lib for converting, while many other languages need to implement the algorithm themselves. It can be found on Wikipedia or for example here (pseudo-code).
(edited by Think.8042)
Ok, so let’s see if I got it.
I’m using Hot Pink on cloth.
“cloth”: {
“brightness”: 14,
“contrast”: 1.21094,
“hue”: 340,
“saturation”: 0.820313,
“lightness”: 1.44531
},
- Start with: RGB 128,26,26
- Add Brightness: RGB 142,40,40
- Factor in contrast: RGB 144,21,21
- Convert to HSL: 0° 75% 32%
- Apply Shifts: 0°+320°=320°, 0.75*0.82 = 0.615, 0.32*1.44 = 0.46 → HSL 320° 61.5% 46%
- Convert back to RGB: 189,45,141
- Hex = #BD2D8D
Any obvious mistakes?
How exactly are you supposed to do the HSL shift in step 4?
Say I have 0.75 Saturation after applying brightness and contrast, and the API says I need to shift by 0.41? What should the results be?
Ascended items are given to players without infusions on their infusion slot, and the API only lists base items, so that change is probably just some future-proofing.
Query string parameters are seperated by & and are AND-ed to filter your results.
What you want is probably (only show a single event from a single world):
https://api.guildwars2.com/v1/events.json?world_id=1004&event_id=9AA133DC-F630-4A0E-BB5D-EE34A2B306C2
Currently, you can’t supply multiple IDs of any type to get the status of a list of events from the API at once.
It’s because the content_box is centered (wow, with <center> instead of margin:auto), and the nav is position:fixed. As soon as the browser size is smaller than the fixed width content + navbar, it will start to clip.
Regarding content: currently, I don’t see anything there but copy-pasted tables from the sticky threads. I’d love to see many more details to be able to use this at all. What immediately comes to mind is the fields for item data (which can already be found because of the work of at least two people on the wiki), detailed example queries, etc.
(edited by Think.8042)
The mystery tonic recipes are also only named after the item they create. It’s not a recipe, but an item naming problem. I don’t think there are any recipes that have a name different from the name of the item they create, except:
There’s a “starter crafting item” on every armor profession.
Armorsmith example:
- Recipe #841 is shown in the crafting UI as “Mighty Chain Legs (Simple)”. It creates level 5 “Mighty Chain Legs” with fine rarity (ID#10730).
- Recipe #424 is shown as “Mighty Chain Legs”. It creates level 10 “Mighty Chain Legs”, that also have fine rarity (#10280).
Recipes creating Masterwork, Rare and Exotic items alway get a rarity suffix (Masterwork is renamed to Master probably for space reasons).
Now, where does that “Simple” suffix come from? Is there special treatment in the UI for the armor starter items? There are no special flags I could find in the API indicating anything about this suffix.
Side note: can we add the corresponding recipe_id to the consumable items that unlock recipes (the ones that have "Recipe : " in their names)? Currently, there are several of these items that have names differing from the actual recipes (item names) they unlock. I suppose this is not not always intended and it might help us find irregularities easier.
The map_id for that event is reported as 32 (Diessa Plateau) though.
Sure. But what about trying to get the source fixed instead of using ugly workarounds (which we can’t use for the leaderboards for example)?
This is a general problem. The same thing happens on the new leaderboards and the ingame world selection window. I think it’s been reported for a looong time but I can’t find the thread right now…
Can we get some clarification on the EU reset times, as mentioned above – the german announcement does mention different times than the english one.
UTC = GMT
CEST aka MESZ = UTC+2
EDT = UTC-4
This announcement: 9pm GMT = 9pm UTC
German announcement: 10pm CEST = 10pm UTC+2 = 10pm UTC.
Who is right? You might consider this handy converter when you announce times.
- The leaderboard use the wrong login URL (account-live.ncplatform.net instead of account.guildwars2.com) – phishing risk!
- If I login, it just replaces the “login to view your stats” message with blank space instead of my stats.
Race: Asura
Gender: Female
Armor: T3 Light Armor
There’s already been some discussion about this armor, but the recent patch seems to have changed things again.
Current issues (as of March 26):
- Shoulderpieces cannot be viewed together with chest. The male chestpiece contains the shoulders, but the female one does not. This was fixed before the update by moving the male model (that has shoulder pieces) to the female model. This caused severe clipping issues (reported earlier) so I’d like to suggest that the female chest stops hiding the shoulderpieces so everybody can decide on their own.
- The headpiece was significantly reduced in size. This is a huge bummer for an item that cost so much gold. An asura cares for his ears, and the “large” headpiece emphasized them so nicely.
- Asura, female, any profession
Hairstyle #5 (the middle one in character creation) causes a cut in the head behind the right ear, no matter which ear is selected, some ears have smaller cuts, some bigger. Left ear is fine.
Asura, Female, Mesmer (happening on any light class)
T3 Savant Armor (Asura cultural armor)
The chestpiece of this armor will hide its corresponding shoulder piece. On the male version, the chestpiece has another shoulder pad that appears instead, but the female version has NO replacement for them. That’s especially weird, because Zojja, who is wearing the female version of this set, is showing the shoulderpads on her armor.
I wonder why the shoulderpads are auto-hidden on the female version anyways?
Race: Sylvari
Gender: Female
Profession: Necromancer
Leg armor: Female Light Nightmare Pants (from the Twilight Arbor token vendor, unchanged)
The leg piece creates a gap when viewing from the back that cuts right through the middle of the body. It happens with the leg piece alone or with the other set items (and other random chest/hand pieces) equipped. The bug was only noticed recently, although my girlfriend had that armor for some weeks already.
Please immediately fix the announcement text to say that you can get materials for 2 out of 5 pets only. Otherwise, everybody who made the first two pets and finds out the third one is much more awesome will jump your throat.
Can you please remove that thing as soon as I changed my password? It’s annoying as hell, and there’s no indication of the REASON why you want me to change my password.
Just a note to Arenanet: there’s this MMO game company that has a Halloween event, look at their announcement page – it has dates, times and even timezones!