Dynamic Kobolds - Feedback

Feedback relating to the other areas of Arelith, also includes old topics.


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Zadi
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Dynamic Kobolds - Feedback

Post by Zadi »

The dynamic kobold model is now live on the PGCC. Please report bugs you encounter on this feedback thread, and not in the development channel on discord.

You don't need to follow any sort of template, but please provide the model number, which can be found under the rest menu apperance dialogue, or in the NUI Armor appearance editor.

Images are also greatly appreciated.

Some notes on the current iteration:

  • Only male pheno is supported. Please make sure your kobold is a male when you try out the new model.
  • Not all appearance options are in, they will come in time, and most of the missing ones should be in before this goes on live servers.
  • If you have invisible body parts, try re-equipping your armor, or navigate to a working one with the appearance options.

To test out the new model, all you need to do is make a kobold, and select the Dynamic Kobold skin dialogue option that should pop up the first time your character enters the PGCC.

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Waldo52
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Re: Dynamic Kobolds - Feedback

Post by Waldo52 »

When I select the right kobold appearance option, he disappears and I can't see him or do anything. Quitting the server and rejoining with this character selected ends up with a loading screen that doesn't load. I have to alt CTRL delete and X out the game.

VegaWega
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Re: Dynamic Kobolds - Feedback

Post by VegaWega »

Waldo52 wrote: Wed Dec 13, 2023 10:35 pm

When I select the right kobold appearance option, he disappears and I can't see him or do anything. Quitting the server and rejoining with this character selected ends up with a loading screen that doesn't load. I have to alt CTRL delete and X out the game.

Same issue as above.

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Waldo52
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Re: Dynamic Kobolds - Feedback

Post by Waldo52 »

Seems like the issue has resolved. The kobold is modifiable, looks good!

Feet, hands and shins are not modifiable, which I imagine may be intentional.

Could not get backpacks working, but this tends to be a problem on the PGCC in general.

I would recommend that additional skin colors and head options are added, but generally this looks fantastic. Great job.

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Waldo52
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Re: Dynamic Kobolds - Feedback

Post by Waldo52 »

Another frontal pic for the hell of it.

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Perplexia
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Re: Dynamic Kobolds - Feedback

Post by Perplexia »

Waldo52 wrote: Thu Dec 14, 2023 5:34 am

I would recommend that additional skin colors and head options are added

you can actually modify the skin, horn (hair), and eye (tattoo) colours with the character appearance npc (and, presumably, the mirrors in the entry area of the main servers)

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Azensor
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Re: Dynamic Kobolds - Feedback

Post by Azensor »

rdd wings dont rest on the new kobold models
Image

after logging back in with armor on this occurs. doesnt occur if only helmet+shield is equipped, tied to armor somehow
Image

pelvic armor seems to disconnect in combat? stays disconnected
Image
Image
on second glance i cant till if that was caused /by/ combat..or if it was always like that

Coolguy McMagic
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Re: Dynamic Kobolds - Feedback

Post by Coolguy McMagic »

Amazing work! Here's some of my findings on chest pieces:

All chest pieces between 66 and 128 appear to be misaligned, in that they are too far back. This causes the Kobold's throat to "float" in the air, their arms to be too far in the front and an overly hunched back
Example:
https://imgur.com/undefined

Chest pieces 7, 68, 69, 72, 73, 74, 75, 76, 77, 78, 79, 80, 111, 112, 113, 125 and 128 all show human skin.
Example:
https://imgur.com/p8bsjfb

Chest pieces 72 and 74 are hovering around the Kobold's head and are misaligned.
Example:
https://imgur.com/undefined

Last edited by Coolguy McMagic on Mon Apr 08, 2024 8:11 am, edited 1 time in total.
Perplexia
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Re: Dynamic Kobolds - Feedback

Post by Perplexia »

so i went through every single appearance option and have gathered the following data

attempting to mirror arms/legs (using the dialogue menu) causes most of the character to disappear
Image

most cloaks are placed too far back
Image

with the exception of cloak models 25 to 32, which instead hover above the character
Image

the following models have smooth skin instead of scales:
Chest 7, 10, 11, 68, 69, 72, 73, 75, 76, 77, 78, 79, 80, 90, 94, 96, 100, 104, 105, 111, 112, 116, 119, 120, 123, 125, 126, 128, 130, 131, 132, 133, 137, 138, 144, 145, 146, 147, 159, 161, 173, 175, 189, 191
Pelvis 11, 12, 36
Bicep 21, 22, 25, 26, 30, 34 35, 42, 43, 44, 45, 54, 55, 56, 57, 58, 59, 60, 61, 62
Forearm 25, 28, 36, 38, 42, 43, 45, 46, 50, 52, 54, 56, 57, 58, 60, 64, 65, 68, 70, 78, 79, 80, 81, 82, 83
Thigh 7, 82, 83, 86, 90, 91, 92
Robe 4, 20, 27, 32, 73, 74, 78, 81, 82, 84, 90, 105, 106, 107, 172, 231

the following models simply do not load at all:
Pelvis 65, 66
Belts 18, 19, 63, 186
Bicep 63
Thigh 95, 96
Robe 24, 29, 34, 35, 36, 37, 61, 79, 80, 171, 228, 229
All Backpacks

Chests 72, 74, 89, are placed too high up
Image

Chest 73 is too far down
Image

Biceps 16 to 78 are all placed too high
Image

Forearm 61 is too far forward, and model 62 is even further
Image

Robes 22, 23, 25, 26, 27, 43 are large and misplaced
Image

Robes 173, 174, 231, 232 have various clipping and rendering issues
Image
Image
Image

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BlinkDelight
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Re: Dynamic Kobolds - Feedback

Post by BlinkDelight »

-FOR ALL PEOPLE STILL STUCK IN A LOADING SCREEN AFTER CREATING THE KOBOLD AND EXITING THE GAME-

I discovered that while in the loading screen you can still:

press [enter]
type -delete_character
press [enter]
retype -delete_character

This will delete the permanently bugged character from your vault, but I found my game still frozen and still required a manual shutdown of the game.

I hope this helps my fellow OCD players clean their PGCC vaults.

Last edited by BlinkDelight on Fri Dec 15, 2023 5:54 pm, edited 2 times in total.

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Coolguy McMagic
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Re: Dynamic Kobolds - Feedback

Post by Coolguy McMagic »

Some more feedback on robes (all using pheno 1)

A lot of leg-covering robes will show the Kobolds legs clipping through when running/walking forwards or backwards and looking from behind. It's pretty bad for some and rather minor for others: 3, 4, 20. 21, 22, 23, 24, 25, 26, 27, 43, 70, 71, 72, 73, 74, 75, 76, 77, 78, 83, 90, 91, 92, 93, 94, 96, 97, 98, 99, 100, 101, 102, 103, 104, ALL of the coats from 121 to 170, 171, 172, 175, 176, 219, 220, 222,
223, 224, 225, 233, 235, 236, 237, 238, 239, 240, 241, 243, 244, 245, 247, 248, 249, 250, 251, 252
Example:
https://imgur.com/95tSTKf

A lot of robes will detach the hand from the body when holding a staff or two-handed weapon. It seems to happen with all robes using custom forearm models: 3, 4, 6, 20, 21, 22, 23, 24, 25, 26, 27, 43, 70, 71, 72, 73, 74, 75, 81, 82, 84, 219, 220, 221, 224, 225, 226, 227, 233, 234, 235, 236, 237, 238, 239, 240, 241, 242, 243, 244, 245, 246, 247, 248, 249
Example:
https://imgur.com/ixfeHFQ

Robe 45 does a weird thing to your arm when holding a staff or two-handed weapon:
Example:
https://imgur.com/oT7SPz6

Some very minor clipping can be found in left leg on some skirts when walking towards the camera: 46 to 54
Example:
https://imgur.com/undefined

Models 228 and 229 don't display a body.
Example:
https://imgur.com/undefined

Robe 151 has some weird thing clipping through your head. Don't even know what that is.
Example:
https://imgur.com/undefined

Some robes with short skirts show human knees: 105, 106, 107
Example:
https://imgur.com/undefined

Last edited by Coolguy McMagic on Mon Apr 08, 2024 8:09 am, edited 1 time in total.
MRFTW
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Re: Dynamic Kobolds - Feedback

Post by MRFTW »

My feedback is that these are awesome. Mad props to the doers of this.

Coolguy McMagic
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Re: Dynamic Kobolds - Feedback

Post by Coolguy McMagic »

Another find: Kobold PMs get a bony arm but no bony hand.

Image

Lacki
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Re: Dynamic Kobolds - Feedback

Post by Lacki »

Two-handed weapons (longsword, at least) don't seem to animate properly, becoming disjointed from your arm when you swing them. I'm going to mess around with this for a bit with a variety of weapons and try to get some screenshots.

EDIT: Did the testing.

Image
This is what I mean. The off hand isn't on the grip properly. This is true for the other idle 2h combat stance and all attacks in them. Doesn't just apply to the longsword but all weapons using the two handed animation (cavalry axe, heavy pick, etc)

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Iceborn
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Re: Dynamic Kobolds - Feedback

Post by Iceborn »

It's happening, eeeeeee!

Anyway, I found something strange;
I created a dynamic kobold in the PGCC last night. Logging the same character after the reset seems to have turned him into some extreme version of Rayman.

Image
The kobold hands and legs are not rendering.

Removing and reequipping the armor returns him to normalcy.

(Just noted this has been reported before. Please carry on)

Also:
The phenotype defaults to "big", which is considerably smaller than the "normal" phenotype.
Also 2:
The tail's color is updated separately from the main body. Changing phenotype correctly assigns the corresponding color to both, but scrolling through colors just applies it to the main body.

Don't click weird links, kiddos.

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Waldo52
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Re: Dynamic Kobolds - Feedback

Post by Waldo52 »

Observation:

Kobold tribal barbarian summons are just walking suits with no bodies

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Rubricae
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Re: Dynamic Kobolds - Feedback

Post by Rubricae »

Bumping this so I can keep better track of the errors to look into. Thanks to those who have already documented the various issues.


MOVING FORWARD PLEASE PLEASE PLEASE USE IMGUR OR SIMILAR SUCH SITES TO HOST YOUR IMAGES!

All AI art is trash.

Naghast
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Re: Dynamic Kobolds - Feedback

Post by Naghast »

Image

Regarding tribals and shadowdancer's summon shadow.

Summon shadow works 100% correctly, it seems.

Tribals are off though. One of them is -OFTENTIMES- invisible. (I assume it's trying to pull a female kobold model?)

For the record, i DID changed the armor's appearance a bit before testing that. Specifically:

I set models of:
Hands
Feet
Shins

To 1 (i've found that previously these dynamic models were kinda breaking if the model was anything other than 1)

Azensor
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Re: Dynamic Kobolds - Feedback

Post by Azensor »

Naghast wrote: Mon Apr 08, 2024 5:18 pm

Image

Regarding tribals and shadowdancer's summon shadow.

Summon shadow works 100% correctly, it seems.

Tribals are off though. One of them is -OFTENTIMES- invisible. (I assume it's trying to pull a female kobold model?)

For the record, i DID changed the armor's appearance a bit before testing that. Specifically:

I set models of:
Hands
Feet
Shins

To 1 (i've found that previously these dynamic models were kinda breaking if the model was anything other than 1)

one tribal summon /is/ usually female which dynamic kobolds dont have, guess the easy solution there is to lock the tribal summons(for kobold tribals atleast) to male only?

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Re: Dynamic Kobolds - Feedback

Post by Rubricae »

Azensor wrote: Tue Apr 09, 2024 12:46 am
Naghast wrote: Mon Apr 08, 2024 5:18 pm

Image

Regarding tribals and shadowdancer's summon shadow.

Summon shadow works 100% correctly, it seems.

Tribals are off though. One of them is -OFTENTIMES- invisible. (I assume it's trying to pull a female kobold model?)

For the record, i DID changed the armor's appearance a bit before testing that. Specifically:

I set models of:
Hands
Feet
Shins

To 1 (i've found that previously these dynamic models were kinda breaking if the model was anything other than 1)

one tribal summon /is/ usually female which dynamic kobolds dont have, guess the easy solution there is to lock the tribal summons(for kobold tribals atleast) to male only?

This will be looked into when I have the time!!!!!

All AI art is trash.

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Re: Dynamic Kobolds - Feedback

Post by Quidix »

I'm extremely excited about this update. Can't wait!

One small report, the Dragon Disciple wings (i) are not aligned to the body, and (ii) are a bit to large.

Image

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