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BlackSpectre

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Everything posted by BlackSpectre

  1. 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. 🙂
  2. 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!
  3. /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!
  4. If you'd rather use a slash command, you can also use /wdwsave to do this.
  5. 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.
  6. 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.
  7. 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.
  8. WA-HOOOOOOOOOOOOOOOOOOOIO!!!!! WE'RE LEGIT!!!! Is it time to take our masks off? 🙂
  9. I agree! You've been doing great work, Kai!
  10. @Healix, do you happen to have a high res version of this wallpaper? Say maybe a 5120x1440 version? 🙂
  11. 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.
  12. 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.
  13. 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.
  14. Hey Michiyo, I'm getting this error when attempting to upload a 54k png or jpg. I was attempting to upload this file:
  15. Might I recommend a quick read through of this guide? https://homecoming.wiki/wiki/The_Incomplete_and_Unofficial_Guide_to_/bind
  16. 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.
  17. 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.
  18. 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.
  19. 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!
  20. Some great ideas here! I love the idea of taking baddies we don't see much of at higher levels and having a level 30-45 TF. Raise their levels, and add a few more variations. Let's see, for hero side it could be... Trolls, Hellions, Outcasts, Skulls, Freakshow, Lost, Warriors, Tsoo, Minions of Igneous, Hydra, Warriors, The Cabal, Prisoners So many options!
  21. Upgraded graphics Upgraded artwork Upgraded 3-d models updated engine more complex and fluid combat enemies can kill you just as easily at level 50 as they can at level 1 hazard zones are dangerous no matter what level you are revamped and cooler looking movements and animations customizable power sets (build your own) build in as many cause/effect interactions as possible (fire lights oil, melts ice, burns wood, etc.) power interactions between players to create new effects (wind plus sand = sand storm, wind + fire = AOE, etc.) traps puzzles conundrums! challenges! secret passages working doors for bases make SG bases part of the active world (not it's own instance or zone) wow, so many other things...
  22. If you're interested in survival and power, and admittedly many players are not and are much more casual, but it you're interested in that then starting to slot cheap IO Sets as soon as you can is the way to go. I used to swap all of my SOs out for IOs at level 27. At even con, SOs have a 33.3% bonus. An IO at level 30 is 34.8% (a level 25 IO is 32%). It saves a lot of money compared to buying SOs all the way to level 50. In fact, my Supergroup even instituted a recycling IO policy. At level 50 when we did our RESPEC to put in all the IO Sets we wanted, we would put all our common IOs back in the base's enhancement bins for other players to use (and for us to use on our next character). Saved a ton on $$, and effort too. But now I look for cheap IO Set enhancements to slot as early as I can. Some IO Sets unlock at level 10, but most unlock at level 27. A few unlock at levels in-between too, and then the last unlock is at level 50. The IO Set enhancements have "set bonuses" that common IOs don't have. Set bonuses boost specific attributes and abilities depending on how many of that set you slot. So in order to get the benefit of Set bonuses, I start slotting them early. In practice, sets that I slotted before level 27 are usually replaced with better sets when I hit level 27. I also make sure to buy only ATTUNED IO sets from the auction house, rather than normal IO sets. Attuned means they actually grow in bonus % as you level up. They grow with you. That means below level 27, those attuned IOs will have a bonus less than 33.3%, but it's mostly offset by the set bonuses. For the most part, I have my characters slotted with all the enhancement sets they'll use until they're lvl 50 when I turn level 27. Sometimes I need to do a RESPEC to rework my character's powers and slots when I do this, and usually RESPEC again at level 50 to slot my final IO sets and do any minor tweaks I want. Then it's off to get Incarnate powers. 🙂 I sometimes use the hero planner Mids Reborn to plan out my powers and slots before I hit 27. I think what many players want you to know is that if you don't care about any of this, you'll get along fine in the game... and they're not wrong. I have a friend who doesn't slot any enhancements... ever. They die at least 5 times every gaming session, but their character respawns right away and they get back into the fight. They don't mind dying, and in fact I think they like it. Me? I don't like dying. It's very rare that I die because of the way I build my characters. When it happens it's usually because I wasn't paying attention. Sometimes an enemy legitimately KOs me, but like I said that's rare. Fun too though. I do like a challenge in this game. Here's some references for you (the Homecoming Wiki is your friend): https://homecoming.wiki/wiki/Enhancements https://homecoming.wiki/wiki/Invention_Origin_Enhancements https://homecoming.wiki/wiki/Enhancement_Set_Bonuses https://homecoming.wiki/wiki/Set_Enhancements_with_Special_Effects
  23. Speaking of WHEELPLUS AND WHEELMINUS... Taxing my brain for what we could use these two key names for, I came up with the idea to add tilt to the mouse wheel's camera zoom. I left the standard bind on the mouse wheel. So the binds look like this: MOUSEWHEEL "+camdistadjust" WHEELPLUS "+lookup" WHEELMINUS "+lookdown" There are times when I want to zoom in and look up, and zoom out and look down. What actually happens when you spin the mouse wheel changes depending on how fast you spin it. It's interesting. I'm going to play around with this for a few days and see if it annoys or helps.
  24. Yep! They can be rebound. WHEELPLUS and WHEELMINUS are not preset to do anything. MOUSEWHEEL is bound by default to the +camdistadjust command, but that can be rebound as well if desired. All 3 commands deal with rotating the mouse wheel. WHEELPLUS is rotating it forward, WHEELMINUS is rotating it backward, and MOUSEWHEEL is rotating it either forward or backward. The interesting thing is that you can actually bind a different command on each mouse wheel key and each command will not only work, but 2 of the commands will be executed at the same time (either MOUSEWHEEL & WHEELPLUS or MOUSEWHEEL & WHEELMINUS). Check out the wiki page, I have little notes next to most of the confusing or potentially problematic keys. And yes, I prefer ENTER/RETURN as it's bound by default, but not everyone does. Many add an AFK bind to the key, but they still keep the "show chat$$startchat" commands on it. Others might prefer some other way to doing things... meh. All good. Already did. I was lucky enough to be visiting a friend for vacation, and he had 4 other Mac keyboards (I already had 2), and he allowed me to use them to test. Was pretty cool. What I did notice is that one Mac keyboard needed to hold down SHIFT and press the F13 and F14 keys for the game to register them. The F keys on other Mac keyboards worked as expected. Yep, the Windows key is a pain. But it's a known pain. PC gamers all over the world disable the Windows key to prevent them from accidentally pressing that key and activating the start menu in the middle of playing games, blocking the screen while simultaneously changing the focus from the game and booting them out into Windows. Some go looking for a gaming keyboard that has a switch that disables the Windows key, or a keyboard that is so old that it doesn't have the Windows key. Others disable it by editing the Windows registry, but I've found the easiest and quickest solution is to use a little free app called Winkill. You put it where ever you want on your hard drive, and create a shortcut to the .exe file. When you run it, it pops up in the system tray (the little rectangle that pops up when you click on the arrow in the lower right corner, next to the time). You just click it in there to toggle the Windows key off, click it again to toggle it back on. To be clear, it's actually not disabling the key, it's disabling the shortcut assigned to the key that pops up the Start menu. This way you can decide if you want it on or not. It stays off until you toggle it back on or you restart your computer. I've added it to my start items so that it starts up automatically when I boot up my computer. Great little app. Thanks for checking out the key names. I try to be thorough and empirical, but it always helps to have someone else check things too. 🙂 P.S. The only key names I did not test were the 3 Japanese keyboard keys because, well, I don't have a Japanese keyboard.
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