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BlackSpectre

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Everything posted by BlackSpectre

  1. 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.
  2. 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).
  3. 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!
  4. 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!
  5. 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)
  6. Those are the old default key bindings, not the new ones that hit with Page 7. But thanks for trying. Appreciated.
  7. 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)?
  8. 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.
  9. 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. 🙂
  10. 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?). 🙂
  11. 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.
  12. 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.
  13. 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.
  14. 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.
  15. 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 command /useHDR and /useFP do work, but I suspect their not up to modern specs.
  16. Here is a list of enhancements with special effects, aka, procs. https://homecoming.wiki/wiki/Set_Enhancements_with_Special_Effects Think of them as "extra". Then there are IO enhancements with set bonuses. These are what make your character have a chance to survive (or even thrive) in a world of hurt. https://homecoming.wiki/wiki/Enhancement_Sets . Procs are not what are essential to triumphing against high difficulty settings, it's these set enhancements. Then there are regular IO enhancements. Lastly, there are regular enhancements. You can easily go from level 0-50 just using regular enhancements. End game content is typically Incarnate content. You can also do this content with regular enhancements because Incarnate trials are a team effort. Thera are a few incarnate missions, and they're totally doable with regular enhancements. Then there are farming builds. These are specialized builds meant to carry an entire team of players by themselves. To be able to do something like that, that the game is really not designed for, you need some of the pricey set enhancements, super pack enhancements https://homecoming.wiki/wiki/Super_Pack , and enhancements with special effects. You're pushing the game beyond what it was designed for here, so you'll need the pricey stuff. However, farming is not end game content. It's something different. Now doing trials and task forces on the highest difficulty setting is up to you. The higher the difficulty, the more expensive build you'll need. But you don't have to do anything at high difficulty levels. It's your choice. You get a few nice rewards, but overall they not super amazing. Definitely not necessary. It all really depends on how far you want to push the envelope. You don't have to push the envelope to do end game content. But if you want to, there are ways to do it. Expensive ways. Farming ways. Challenging ways. They're all optional. Building character with regular enhancements or just IO enhancements makes the game challenging and fun. It's a struggle, but the struggle makes the game fun. If you want an easier time where you don't struggle, hardly ever die, then set enhancements are all you need. A couple numbers to keep in mind. Defense is soft capped at 45%, 59% for incarnate content. Resistance is hard capped at 75% for most characters, 90% for tanks. Smashing damage type is the most common, so having defense and/or resistance capped in only that damage type will carry you a long way.... and you cap those using set IO enhancements. But again, you don't have to. Play the way you want to play. Have fun. P.S. Farming is not the best way to make a lot of money quickly in this game. Playing the market with the auction house is. For spending 20 minutes per day, I can make 150 million inf per day. Easy money. It takes inf to make inf. The knowledge is out there, just search or google it. I farmed my first 300 million inf. After that I never farmed again. P.P.S. I reread this post and realized that if I was a new player, I'd want a little more specific guidance on the topic, procs, so I thought I'd offer a list of what I feel are the most useful for the way that I like to play. I don't use all of these procs in every build, it all depends. All of them convey benefits for me that outweigh their cost. For pricey or rare ones, I tend to use the Enhancement Converter and change inexpensive enhancements into these expensive ones. The Enhancement Converter uses special "Enhancement Converter" salvage. Since it's RNG, you can end up using a lot of converter salvage which can get pricey. So instead of inf, I use Reward Merits to buy them at a Reward Merit Vendor. You get reward merits from completing missions, signature story arcs, and many other ways, but by far the most efficient and fastest way to get them are to do Hamidon Raids. once you get to level 45 (I think). Tin Man and Apex task forces are good too. Without further ado, here is the list of proc enhancements that I find useful in most characters... Sudden Accelleration : Knockback to Knockdown Luck of the Gambler: Defense/Increased Global Recharge Speed Performance Shifter: Chance for +Endurance Miracle: +Recovery Panacea: Chance for + Hit Points/Endurance Numina Convelescence: Regeneration/Recovery Reactive Defense: Scaling Damage Resistance Shield Wall: Teleportation Protection, +Res All Steadfast Protection: Resistance/Defense Galdiator's Armor: Teleportation Protection, +Def All Power Transfer: Chance to Heal Self Preventative Medicine: Absorb Proc Regenerative Tissue: Regeneration In every single character I slot the procs Performance Shifter, Miracle, Panacea, and Numina's Convalescence to increase endurance recovery. I 3-slot Stamina and Health, and put most of these in there. I really, REALLY hate running out of endurance! LOL The health related procs boost survival a lot (especially as you're leveling up). I use all of the defense and resistance ones if I'm attempting to reach the caps (every little bit helps). And the rest are for very specific powers or builds.
  17. Well, I've appreciated your help with base editing tips, so right back atcha! BTW, my base is so awesome, so easy to use, and so efficient that I can't join any other SG because I just can't do without all the tools I have set out in my base. LOL Creating wiki pages is a LOT like creating web pages. Wiki code is a lot like HTML. Except there are more options with HTML, but less automation. Writing text is easy You just write it and it's done. Uploading images and placing them on pages is easy. Tables are probably the hardest thing to edit wiki-side. Page layout and spacing is also not super easy. It's takes time to adjust everything. Lots of trial and error. But it's as easy as HTML, so if you have any web page editing experience, that will serve you well. If not... at least wiki code is easy. For tips on how to do something, I go over to MediaWiki.org and read their help pages. Actually I google "MediaWiki" and then what I want to do. Usually can find the answer somewhere there. Sometimes I can get some good editing info from wikipedia, but wikipedia is not quite the same as MediaWiki... and our UHC wiki is based on Mediawiki code. My time is not really my own these days. I try to read the forums and edit the wiki when I have free time, but there has been weeks or even months before time frees up for me. As a teacher, I have a lot more free time for my hobbies in the summer. That said, if I can help, just let me know. And don't be surprised if it takes me a few days to respond. But in all honesty, with ATC (AbovetheChemist) lending assistance, I think you're in good hands. ATC is awesome, and does great work and is very passionate about everything COH. 🙂
  18. In all honesty I have no idea about specifics. It’s been almost a year. But all my edits are stored in the wiki for all to see. I might have been thinking about other pages from other shards as well. Meh.
  19. There’s a LOT of important information in the wiki that is not linked on the main page. Probably too much for any kind of usable list of contents. That said, I don’t see any problem with adding Supergroups or Bases. I stay away from messing with that main wiki page, though. I’ve always seen it as the purview of @Michiyo , our proud wiki maintainer and developer. I’d contact him about it.
  20. Done. I added a link to the Supergroup page at the bottom under "See Also", and added links to the other SG related navbox. Good enough? Looking over the supergroup related pages, they could use a little love. 🙂
  21. In my view, this is the real problem. I saw this on the Excelsior page, and since I pretty much live on Excelsior, I edited the page, reorganized it, and fixed all of the malicious code. There were several where someone had replaced the base access code with a different base access code... presumably to get more traffic compared to other bases listed. Some SG base codes were simply deleted. There were bases listed that were no longer accessible to the public (account closed down or permissions revoked). I removed those. This was all about a year ago I did this, and only on the Excelsior page. The wiki is a public endeavor. Anyone can edit and change wiki pages, and that's fundamental to wikis. It's why comments are asked for when changing pages and why discussion pages exist for every page. The problem of people coming into the wiki and maliciously altering wiki pages is an ongoing problem with every wiki. One that is policed only by the people actively editing the wiki. Most every page I edit, I also follow and note when someone else has changed it (I get sent an email). There is also a Watchlist page in your wiki account that can help you monitor pages. Policing the wiki is a group effort. Openly editable spreadsheets stored off the wiki can not be monitored at all. It side-steps the small amount of oversight that the wiki has. It's an issue. I don't think such resources should be publicly editable, and should only be linked at the wiki as a resource. But I have to say, the base listing pages are the ONLY wiki pages I've run across that have been maliciously targeted. They might require some special handling, It would be worth checking into how other wikis handle these things. @Michiyo, any ideas? So @Easter Bunny and @Dacy, I appreciate all of your hard work over the years and am glad you are now taking note of the wiki! Glad to have you on board as wiki editors. I don't have any problem with either of you updating the wiki pages (I don't think any of us do)... even completely reorganizing them would be fine. Just stay with the spirit and intent of the pages and I think you'd be golden. There are some apps that will take a spreadsheet and instantly format it into wiki code to make wiki tables. Might be worth looking into. There are several web page tools that will do that too such as this one https://sciwiki.smith.edu/converter/. Some are better than others. If I can be of any further assistance, please let me know.
  22. Just letting y'all know... I've updated, checked, tested, and reorganized the various options pages at the wiki. Various data regarding options was spread out across 3 different pages. Using the master list of user options and their descriptions from the I24 game files, I created a new page and checked it against the previous wiki pages and the Option.txt file, and grabbed any data that was missing or that was useful. https://homecoming.wiki/wiki/Option_Names_List Previous lists were in alphabetical order or just copied directly from an old Options.txt file, but I decided to present the option names using categories. Hopefully this will cut down on the amount of scouring people have to do to find the option they want. I hope. I also added the actual output from the /options_list command to its page, and copied the default Options.txt file contents under the Options File Structure page. Eventually I might dive a bit deeper into the actual data structure of Options.txt, but for now everything is complete and I can let it lie for long a while. I only made a few discoveries, nothing really Earth shattering... added a couple options and several previously unknown arguments for existing options. At least it's now all neatly organized. 🙂 It occurred to me that there are many options in the Options window that are controlled by various slash commands, and not by /Option_set. In the future, it might be good to set out that information somewhere, but I'm not yet sure how to present that info. Maybe a revamp of the Options Window page? Maybe just listed in the Option Commands Navbox? Don't know. I'll ponder it. Anyway, glad to be in good company with all the other Wiki-ites here. Keep up the good work!
  23. Some weirdness explained... Looking at the Options.txt file as I change MapOptions settings using /OptionSet, or with the mouse in the Map window, there are times when the numerical setting in the file changes into hexadecimal format. /OptionSet does not like hexadecimal numbers, but converting the hex number into standard form seems to work with the command. This explains the variances using the values from the Options.txt file with the /OptionSet command. The definition in the game files for the MapOptionRevision option is: "Used to initialize the MapOptions and MapOptions2 values to handle new defaults we want to set". I've seen it go from values of 4, 8, and 20. Not sure what that means. It doesn't appear to like the value of 0, and whenever I load into a zone it changes the setting to one of those 3 values. To make it even more complicated, the available options change based on the map the character is zoned into. For example, the option to view the Architect Entertainment icon on the map won't appear in the options list in the Map window if there is no AE building on that map (Atlas is sometimes an exception but it's intermittent). These options also don't appear on different maps: Leaguemates and Teammates, etc. So far I think I've been able to get all the map options except "Contact - Has New Mission". Not even converting from hex to decimal seems to work on this option. And depending on the map, the hex number changes for MapOptions in Options.txt. Still working on it... UPDATE: Yep, "Contact - Has new Mission" has me beat. I haven't been able to find any single argument (I.e., number) that remains consistent across all maps and times. 😞
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