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BlackSpectre

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Everything posted by BlackSpectre

  1. 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.
  2. 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. 🙂
  3. 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.
  4. 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!
  5. 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. 😞
  6. OK. I've done some more testing and VideoTMaps doesn't have any effect on the Map Options. But doing more testing led me to figure out that I was been being faked out by Options.txt! What I started doing was changing an option with the mouse, and then looking in the Options.txt file to see what number the game used to set the option... rather than simply using /OptionSet to set a number and then looking in the Map window to see what option was set. Doing it that way I figured out several options that can be set... however, I couldn't find all the options that are available in the Map window. Not too unusual since the game is old and options or commands were sometimes not updated as new content and options were added... but there is something weird going on in the background that I don't understand. For example, when setting "Contact - Has New Mission" in the Map window using a mouse. Options.txt shows the setting for MapOptions to be 80000000. Yet when I use /Optionset MapOptions 80000000 it sets the options in the Map window to "Architect Entertainment", "MissionObjective", and "Precinct". It's very odd. They should be the same, but aren't. It's possible there is some interplay between MapOptions, MapOptions2, and MapOptionRevision that I don't understand. I'll keep working on it. At least I've had some success. 🙂
  7. Hmmmm. Yeah maybe. I did replace the maps with VideoT ones. I don’t think it would mess with the options but it’s worth checking out. Thanks for the idea!
  8. /OptionSet MapOptions 10 should work to set the options in the Map window to show only Trains. /OptionSet MapOptions 2 should work to set the options in the Map window to show only Gates. Although setting these options with /OptionSet do correctly alter the default options.txt file, no change occurs in the Map window. After setting the option, I've tried clicking the APPLY NOW button in the Options window, /synch, loading into a different zone, and restarting the game client... and still nothing. I gotta admit... I'm stumped. There are also 2 other map option names that perform similar functions, but also don't seem to affect anything: MapOptionRevision MapOptions2 The argument after the option name (10, 2, etc) follows the bitmap format similarly to /hideset, but there's no sense in figuring it all out unless it actually works. Does anyone know a way to make this work? Or is the MapOptions function just broken? Thanks ahead of time!
  9. If you'd rather use a slash command, you can also use /wdwsave to do this.
  10. Here's a suggestion... or is it a request? Both? How about adding a slash command that executes the Apply Now button in the Options window? Many options set with the /OptionSet command do not take effect until the Apply Now button is pressed. As far as I know, there is no way to Apply Now using the chat line...? Adding one would make it easier for keybinders who are using that command. It would also need to prompt the user when an option that requires it needs the client to restart (just like the Apply Button does now). Alternately, the /OptionSet command could be altered to add the Apply Now function at the end of its execution every time the command is called.
  11. I get this error... "There seems to be a problem with your login session; this action has been canceled as a precaution against session hijacking. Please resubmit the form." Same error when trying to login through Edge in Windows 11 and Safari on a Mac.
  12. As long as the page is searchable using CNTRL+F anything’s fine I think. For a wiki, utility and easy access to the desired data is the most important thing… at least in my eyes. I’ve noticed that sometimes making sub pages or even collapsing lists can make the data invisible to a simple text search. I’d have to test it at this wiki to be sure. Collapsible tables are not my favorite thing for a wiki, BTW. It makes finding the data I seek much harder by forcing me to click on the collapsible tables to see what’s there. On the other hand, having a collapsible table be open when the page is first viewed is great as it gives readers the ability to reduce the amount of text by collapsing a table or two if they choose. Table of Contents allow for categorization, and quick access, while still keeping the long lists. As long as you know what you’re looking for that is.
  13. WA-HOOOOOOOOOOOOOOOOOOOIO!!!!! WE'RE LEGIT!!!! Is it time to take our masks off? 🙂
  14. I agree! You've been doing great work, Kai!
  15. @Healix, do you happen to have a high res version of this wallpaper? Say maybe a 5120x1440 version? 🙂
  16. A lot of the data that .bin files contain has been documented over at Ourodev.com. Looking that website over might be easier than trying to decode or reverse engineer the .bin files. I remember running across a fairly decent post detailing an attempt at decoding the .bin files. You can probably find it if you google for it.
  17. Don't forget the contextmenu slash command. If all you want to do is create a key bind that activates a menu item within a sub-menu of a popmenu, it should work well.
  18. Yes, the other ATs can deal with 15-25 easily. They take, on average, 20% more damage than brutes and tanks and have less HP, but otherwise are right up there with them in defense. Tough, yes. Immune, no. Challenge is one of the major things that makes the game, any game, fun. What Homecoming did with the defense debuff in AE fire maps was absolutely targeted solely on brutes and tanks, and I see now you became focused on that... but that's not my proposal. I'm not even defending it. What it does, however, is show one mechanic that could be used to do what I'm proposing game-wide. What could others be? Using procs for Resistance debuffs, HP debuffs, Regen debuffs... and enemy damage buffs, to hit buffs, defense buffs, etc.. Another mechanic that might be used is stacking, either by itself or with procs. I think the way the devs implemented the small defense debuff could be made to be a little slower... build up a little slower. There have been many times on the asteroid map (Real Big Dog) that I've glanced at my defense hovering right around 45% and then 6 seconds later I'm at 10% defense. Doesn't give a lot of time to react, and by "react" I mean realize I've bitten off more than I can chew and disengage. Sometimes, especially on that map, I just can't tell how many will be attacking me at any given time when I jump into the middle of them. Anyway, that's if I wanted to use a similar defense debuff mechanic game-wide. Anyway, I hope you understand that I'm not suggesting balancing the game based on tanks, but rather adding one additional factor... number of enemies.
  19. Hey Michiyo, I'm getting this error when attempting to upload a 54k png or jpg. I was attempting to upload this file:
  20. Might I recommend a quick read through of this guide? https://homecoming.wiki/wiki/The_Incomplete_and_Unofficial_Guide_to_/bind
  21. This is a complex issue, fundamentally I think: 1. The number of enemies that want to kill you should only be limited by distance, duration, and perception. 2. The number of enemies whose attention can be HELD by some form of Taunt should remain at 16 max just like any other control power. 3. The greater number of enemies that attack should always increase the risk and danger. It's #3 that is the real problem. Tanks are more or less immune to enemies' attacks once the tank hits level 40 (and has a good build). And it's not just tanks, but most other ATs too. Even if lower level, normally powerless enemies are attacking a superhero, when 300 of them attack en mass it should be dangerous. Instead, it's not. If more attackers meant more danger, then the amount of enemies that could be engaged would naturally be limited to however many the player could handle before they are killed. No need for a cap. This would be a big change in the game, and would require a lot of work to roll out. The Live devs didn't want to put the work and time in to rebalance the whole game, so instead they instituted the rather inelegant aggro cap. Slapped a band aid on it and said good enough. The Homecoming devs did something interesting along these lines and added a small chance for fire-based AE critters to debuff defense. In small groups this debuff usually doesn't even take effect. None or very few of the mobs hit. But when you have 50 mobs attacking, that's 50 chances for that small chance debuff to hit, and that increases the chance of the debuff overall to the point where they're able to kill off the tank. Pretty novel way to make sure that more enemies means more danger. Unfortunately, it's not implemented game wide for every enemy at every level (and I'm not sure it could be), so the basic problem still exists. Until that is solved, I'm afraid we're stuck with an aggro cap.
  22. The Battalion storyline would have been interesting I suppose, but how would the “What? ANOTHER alien invasion???” reaction be avoided? The death of statesman in my opinion was the major turning point in a game that was basically defined by Statesman… well at least the narrative behind it. There’s a vacuum, narratively speaking, left in the game. Not in villains, but in Icons. A singular ideal or hero to follow. Although Ms. Liberty is trying to fill her grandfather’s shoes, to date she hasn’t Inspired much. That’s where I would take the game next. Either give Ms. Liberty the chance to shine or some other hero. I know one proposed storyline by the devs was to fill this vacuum temporarily by bringing Statesman back to rally the people against the Batallion, except it would be revealed after that it really wasn’t statesman but his other reality double, Tyrant, who was asked to step in and give the people hope. As a result he started having a change of heart. So it may have been that Marcus Cole took up Statesman’s role, and we’d have Statesman once again as the leading principle, the iconic hero we can all look up to and rally behind. In traditional comic book “no one ever dies” fashion, this makes sense to me. But the devs today do not have to follow that storyline. In fact, to do it would be a huge undertaking… and that’s the rub. With a team composed entirely of part time volunteers, there is just not the manpower or resources to do anything like that. Still… there’s that vacuum. Maybe we could do something about that, but on a much smaller scale? It’s all a matter of public opinion, faith, and inspiration anyway. It could be Ms. Liberty, or someone new, or even a group that would inspire the game? Instead of a world-ending threat to make the iconic hero, maybe something else could happen? Something that would require less work from the devs? Maybe.
  23. Is BindControl able to be modified by players? I'm thinking more along the lines of City Mod Installer, where people add the mods they've made, and the app offers them up as an option for anyone with the app. I'm sure there's a ton of players who have created AMAZING binds and macros who would love to share. It would also take a lot of burden off of you by allowing others to create content/binds. At most, you'd have to test the binds to see if they work as intended for a little quality control. Anyway, just an idea.
  24. Didn't they make The Well of the Furies sentient? I liked it better when the Well was a force of nature without intelligence guiding it. But I agree... the Well itself is a cosmic entity. Rhularu maybe. Isn't DJ Zero a creator of universes, even if they are pocket universes? That's pretty cosmic. Us lowly humans drink from the Well of the Furies... but who drank from the well originally? Who was the well "dug" by? Dun, dun, duuuuuuun!
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