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I don't know why this information isn't everywhere, especially in the pages about wiki tables, but I finally found the answer. Here's the problem... When you add a page header (== Header ==) inside a table, the wiki no longer recognizes it as a page header, it will not do any wiki formatting to the header text, and will not add it to the table of contents (TOC) for that page. But there's a solution... The wiki recognizes many HTML and CSS tags/code, but no where near all. Luckily, the wiki recognizes the HTML tag for a header <H2>Header</H2>. The equivalent wiki headers and HTML headers are as follows: = Page Title = <H1> (this should not be used for anything other than the title of the page, so for the most part we don't need to use it) == Header Lvl 2 == <H2> (this is the first category on the table of contents.) === Header Lvl 3 === <H3> (this is the first sub-category on the table of contents) ==== Header Lvl 4 ==== <H4> (this is the second sub-category on the table of contents) So a simple table with a page header (that is a different thing than a "table header") would look like this: {| class="wikitable" |- | <H2>Page Header</H2> |} And that's it. A simple answer that was really hard to find!
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Save and Load Command for Power Tray Configuration
BlackSpectre replied to VileTerror's topic in Suggestions & Feedback
If one change was made to popmenus I’d love to see them be able to activate other popmenus or even themselves to create loops for helpful info and clicking. Right now if you do that for any other level than the second, sub-menus activating a popmenu will lock it up. After that, ability to color titles and text, ability to write comments without having to resort to activating fake badges to do so would would be great. After that, the ability to use images or emojis would do wonders. Just the basics. -
Save and Load Command for Power Tray Configuration
BlackSpectre replied to VileTerror's topic in Suggestions & Feedback
Yes, this would be SUPER HELPFUL for many, many people, and yes it’s beyond criticism. Along with power icons there are also macro buttons. We definitely need an easy way to save our macros and macro commands, Similar to the /bind_save and /bindsave_file family of commands. /macro_save, /macro_load, /macro_save_file, macro_load_file. Depending on how the Macros.txt default file is formatted, the /bind_load_file command can step in as a working substitute for the /macro_load_file command since it currently works well to load in macros. -
Need Opinion on Options Table
BlackSpectre replied to BlackSpectre's topic in Unofficial Homecoming Wiki's Forum
Ah crud. I just now viewed the page on my iPhone and the alt text (tooltip) doesn’t work. It will work for computer but not mobile. Bummer. Well, I guess the choice is made for me. -
Need Opinion on Options Table
BlackSpectre replied to BlackSpectre's topic in Unofficial Homecoming Wiki's Forum
OK. Which format do you like better? The image with the popup, or just the slash command? https://homecoming.wiki/wiki/The_Players'_Guide_to_the_Cities/User_Interface/Options_Window -
As long as we're thinking about the Apply button, would it be possible to fix the /FULLSCREEN command so that it activates the Apply Button? To be more specific, the /fullscreen 1 command activates the apply now button and puts the game into fullscreen mode, but /fullscreen 0 does not activate the apply button and does not put the game into windowed mode (and it really should). It would make switching between fullscreen mode and windowed mode a LOT easier, and I do that a lot, especially if I'm switching between computers or want to see other apps on my display alongside a windowed COH game. I have a set of binds made for each of my computers because I do this so often.
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Need Opinion on Options Table
BlackSpectre replied to BlackSpectre's topic in Unofficial Homecoming Wiki's Forum
Oh wait! I can do it with an image!!! -
Need Opinion on Options Table
BlackSpectre replied to BlackSpectre's topic in Unofficial Homecoming Wiki's Forum
OK. Thanks ATC. I'm not happy with how much space the slash commands are taking up on the page though. If I could make it into a thin column with a little text the prompted a pop-up of the entire slash command, that would rock. But dunno if that's even possible. I guess I could put a link to the Option Names List page with short text indicating a slash command. Something like this, [[Option Names List|Yes]]. I could put anchors on the Option Names page, but aside from being a lot of work , it doesn't tell the reader that they need to use /option_set, it just links to the option name. Sigh. Donno. -
If what you did would work on a Mac (I know linux is similar), is there any chance you could tell me how to do it for both? I'm computer savvy, but not a professional. Well, not any more anyway. 🙂
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Hi gang! I need some opinions on adding the slash commands column to the Options Window page. Should I do it or just keep it the way it was with only OPTION and DESCRIPTION columns? https://homecoming.wiki/wiki/The_Players'_Guide_to_the_Cities/User_Interface/Options_Window I'm torn because this page is part of The Players' Guide to the Cities/User Interface, and that has traditionally been all about windows, buttons, and point and click. I'm not sure I should even add the slash commands here... but... It's almost the perfect place to add the slash commands. It's got all the options (not just the ones with slash commands), descriptions already written, and adding a slash command is just a nice little nugget for the whole options scene to be brought together in one place. Or if you like the idea of adding slash commands to the page, but don't like the column, maybe you could suggest a different way to format the page and add the commands? Thanks.
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And while we’re talking about what would be nice… a Mac version of city mod installer and mids would rock (or at least a well worked out version of Wine (windows environment emulator).
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Either that or an easy to use API that pulls all the necessary data needed for a character builder straight from the main database. Not in real time, but only updated when the game is patched. Great idea!
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This is a lot of work, @Progor, and a lot of man hours every time there is an update of the game or browser. If you actually are able to complete this project, and later decide it’s you can no longer maintain it, please consider making the code open source and post it on GitHub so that anyone who is interested can pick it up easier than starting from scratch. Good luck!
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Using VISSCALE to improve the view
BlackSpectre replied to Shenanigunner's topic in General Discussion
Try this bind: visscale 2$$dofweight 1$$fsaa 4$$lodbias 2$$texaniso 4$$usedof 1" This will set your graphics at the higher end of normal, while still maintaining FPS (frames per second). If you want even better quality, move visscale and lodbias up by 1, then see how it goes. If still good move it up again. Test and you’ll find out your computer’s limits, and then settle on what you like. Personally, NPCs turning into cone heads with disappearing clothes bothers me more than building geometry changing as I get closer to it (visscale), so my lodbias is set a little higher. You can head over to the wiki for more info and also more options. https://homecoming.wiki/wiki/Vis_scale_(Slash_Command) -
Quick Request for a DEV - Default Keybindings
BlackSpectre replied to BlackSpectre's topic in Help & Support
Excellent! Thank you, kind sir! -
Quick Request for a DEV - Default Keybindings
BlackSpectre replied to BlackSpectre's topic in Help & Support
Those are the old default key bindings, not the new ones that hit with Page 7. But thanks for trying. Appreciated. -
POWER TRAY LABELS... great idea! Love it! One problem though, if a Power Slot is bound to a mouse button, no label appears below the power slot. I assume the bind labels are constrained to 3 characters, and M is already taken by the keyboard. However M3 (for mouse button 3 or mbutton) would work. The number would differentiate it enough from the letter M. Buttons 1-3 are all standard on all mice these days. COH can go up to Button8. However, I can see where creating bind labels for non-standard buttons would be a problem (some mice have over 20 buttons). To do that, COH would need profiles for every gaming mouse on the market. To me that seems very labor intensive, so I'm not too keen on it. But who knows? It might be easier than I think? Anyway, any chance of adding labels for M1-M8 at least (or as many as you can)?
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Is there any chance I could get a text file of the new default key bindings? I'd like to put it up on the wiki to help anyone that needs it.
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Hey everyone! Just letting you know that I've finished reorganizing the various Power Tray commands in the Power Tray Commands navbox to make it easier for people to find what they want. I also did a bunch of editing of those pages as well. The Power Tray Commands have always been a bit difficult to figure out because there's so many of them. Hopefully the new navbox will help alleviate that. If you see any errors in the navbox or on any of the pages please let me know. 🙂
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QUICK LOOK... first off, I LOVE the command. It's a great thing to put on the left mouse drag binding. It's a clear improvement in the UI and gameplay. However, it suffers from the same problem as /camreset... it does not snap back to the same or a standard VERTICAL position, only a horizontal position. It has always been a bit difficult to look up and down and all around when trying to spot an enemy, especially while in combat. Quick Look has the potential to allow players to look for an enemy, identify them, and then snap back to continue attacking an enemy in front of us. Without resetting the VERTICAL alignment, it's still hard to do. So if you have a chance, can snapping back to a veritcal as well as a horizontal position be added to Quick Look and /camreset? (also, how about a slash command for Quick Look?). 🙂
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Agreed. But the real problem is Patrol XP itself and how little it matters. The entire Patrol XP system needs to be revamped and improved so that it actually gives us something fun and worthwhile to do. Ooooo! After thinking about this for a sec, patrolling (superheroes moving around looking for trouble to stop) could be a lot of fun if designed properly. It would be something different than just missions to do and could reward the player with all kinds of things, badges, real XP, unlocking special abilities, influence (reputation), etc.
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RE: Gamma. VERY GLAD to see the changes to gamma correction and the new slider! Great work. Is there or will there be a slash command to adjust that? And a suggestion for improved graphics... HDR. The slash commands /useHDR and /useFP do work, but I suspect they're not up to modern specs (and really drag down the system when used). Just something to think about for the future.... RE: Opacity Slider. The other Window Dim options come into conflict with the new Opacity slider (which I love). If Dim all Windows is enabled, for example, the Opacity slider will wigg-out. This is because the Dim option is attempting to set the opacity to 30% persistently, so it fights with the slider. I'd recommend adding a line to the Opacity slider that disables the Dim All Windows option if the slider is touched/moved. The Dim options themselves are a little wonky. If enabled, they dim to 30%. If then disabled, they stay at 30% and will not return to 100% opacity. My previous workaround for this was to use the /window_color command to re-color all my windows. Now I can use the Opacity slider to restore opacity (which is much better than messing with the window colors). However, the Dim options really should just go back to 100% opacity when disabled. I hope this is the right place to write these comments, and I hope they get to a dev. P.S. After a little thinking about the whole opacity window thing, I realized that the Dim options are very badly implemented. They should really just be deleted. All of them. In their place should be options to set the opacity of individual windows that just uses the same mechanism the Opacity Slider uses. List the main ones in the Options window (Nav, Target, Tray, Chat, Status, map, pet, and maybe custom window), but when disabled make sure they go back to 100% opacity. The hoped for future Opacity slash command would hopefully have the ability to set the opacity of any individual window by name. For example, /window_opacity Chat 0.3 (30%). That would set the chat window at 30% opacity. If we wanted to change the opacity of all windows we could have a separate slash command. So 2 slash commands... one for adjusting individual windows and another of adjusting all windows. /window_opacity Nav 0.3 and /window_opacity_all 0.3. Much of the code for the /window_opacity command can probably be found in the /window_scale command, and the most of the code for the /window_opacity_all command could be found in the /window_color command. Copy and paste! 🙂 P.P.S. As long as we're dealing with opacity and colors, how about a slash command to color INDIVIDIUAL windows? I've been wanting that since I started playing COH in 2005! Change the name of /window_color to /window_color_all and then name the new command /window_color. Alternately, leave the /window_color command alone, and name the new command /window_color_name.
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That's exactly what it was! I don't know why I didn't think of that. Many thanks, my friend. 🙂 It looks like the Praetorian window color is #707072ff, which equals the RGB color 112 112 114 255. It's a light gray color. But I swore there was a gold window scheme somewhere, but maybe I'm just nuts. Weird.
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Anyone know what the default window/UI color is for Praetoria? Is it the same as for Going Rogue? And does anyone have the hex color or 256 color numbers for Praetoria? I thought Praetoria colored our windows a gold color, but I only see blue windows if I create a character in Praetooria.