The Character Copy service for Beta is currently unavailable
×
-
Posts
398 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by LKN-351
-
It has no functionality now in my bindfile. haha I was ingame and forgot to check if the new bind I typed up worked
-
I use the mouse for movement so mousechord is already in use. I know back on live I had something bound to the wheel button but I got rid of it for some reason, I kind of have a feeling that I was rolling it instead of pressing it lol There are two buttons behind (below maybe, depends on how you look at it lol) the wheel that I wish i could use but I can't seem to get my knuckles to be that accurate... lol or bend that direction
-
My initial idea was to use a rolling bind or a press/release bind but then I added the bind and realized I didnt really want to stack Demonic and a T9 I just wanted to use whichever one was availible at the time with Demonic being first choice. I honestly figured that if Demonic was on cooldown a simple bind would just skip that and activate the next power, but that doesn't seem to be the case so far. A roling bind wouldn't default back to Demonic it would just fire up the next power in the rolling bind as opposed to resetting itself if the first prefered power was recharged. I tried to use <` "powexec_name Power Surge$$powexec_toggleon Demonic"> to see if that would let it skip one if it was recharging but it tries to activate Demonic every time unless I double tap the key when both are recharged. I may try to swap the commands later to test the results ingame unless I find a better solution.
-
In the bind file its shown that you can use ctrl+number, shift+number, and alt+number but what about combining other keys like that? For example `+1 or 1+2 I'm trying to make my 'oh crap' powers a little easier to activate than hunting for the cursor and clicking them while hoping I got to them before the moment failed lol
-
I'd probably memorize the keys where for each combo if I played that specific toon consecutively but sometimes I play multiple characters in a day, and sometimes I don't come back to the same character for a week or two. I put each combo in its own tray and then made a tray with macros to swap the primary tray and que up Power Slice. I ran a Moonfire and did some defeat badges and I wasn't staring at the power trays so I'd say thats a win.
-
My main issue is that I don't remember which keys I'd hit for the next power in the combo with the current setup. Even looking at the power trays I hit the wrong power sometimes, mainly just forgetting which power starts the combo I intended to use lol Shred Monkey, thats a variation on how I currently run but like I mentioned I forget which key to press next in the heat of the fight unless I'm staring at the rings. It's obviously not the end of the world but I'd like to get it right without focusing on the trays. There's been too many times I look up to find myself near dead or way back there and the teams way up that way... or all the targets are dead and I'm just looking for rings lol Seems to me like my best bet is to set up macro buttons for each combo that load bindfiles and have a seperate keybind button to reset all the binds.
-
Spoiler alert Billz lol I hadn't made it to 50 yet so I haven't found that out Neither, Brute. I don't know the differences between the ATs on this powerset so which would it be closest to?
-
First off, I have no idea if I put this in the right place. I've kind of been putting off making this post because I couldn't figure out where to post it but I don't want to keep putting it off so here it is lol I'm not sure if this is a me issue or if this happens with others. I like the DB powerset, I rolled it on live and didn't get it very high and I rolled the same character here and got him much higher but not 50. I found myself doing something that bugs me though as I've leveled up the character.... I just stare at the power tray. I don't want to do this every time I play that character but I definitely want to hit the combos. I thought about creating a macro button or a set of binds where to do X combo I just hit the one key and through bind loads it flips to the next power... like one key for each combo I just have to press it again for each power activation. or like along the same lines I set up two different power trays, one with the macro button for each combo and the first time I press that macro button it changes the second tray to show the powers for that specific combo (just for visualization purposes; IE "oh, that power hasn't recharged/activated yet") Is there any way I can make myself stop doing this? Through binds or macros or something? How does everyone else play a DB? Am I just that 'special' that no one else has ever had an issue like this? lol Help me!
-
Corvus' enhancement pack, now updated
LKN-351 replied to LKN-351's topic in Tools, Utilities & Downloads
Uploaded zip files instead of just folders, should fix the previous issues with the files being renamed. -
Corvus' enhancement pack, now updated
LKN-351 replied to LKN-351's topic in Tools, Utilities & Downloads
I can't imagine a reason to separate the .png files but I will definitely zip them up and then upload them. I'm pretty sure it was you that linked me to the unmodified enhancement files so they definitely had the exact same files as what's causing the issues right now. That sounds like a perfect solution, thanks. -
Corvus' enhancement pack, now updated
LKN-351 replied to LKN-351's topic in Tools, Utilities & Downloads
To be honest I wasn't sure if very many would like the fourth iteration, which is why I made both the third and the fourth available. Sounds like everyone's going for that one. Howsaboot that. Should I rename the folders on google drive to be more consistent with the wording I used here in the OP?? -
Corvus' enhancement pack, now updated
LKN-351 replied to LKN-351's topic in Tools, Utilities & Downloads
Yeah and I'm not aware of anything I can do about it aside from adding it to the main post and putting a txt file into the download itself explaining how to fix it. Updating original post. -
Corvus' enhancement pack, now updated
LKN-351 replied to LKN-351's topic in Tools, Utilities & Downloads
The files look fine on my machine and on my Google drive. When you say four files I'd guess you mean the two .texture files and the two .png files? The game doesn't care about the .png files, I put those in there so people could visualize which enhancement was in the folder, I thought it'd make it easier if you use some of the alternate files. I'm not sure how to copy files from Google drive so I can't test that vs downloading the files. I'll wait for a response before I edit the OP to mention this odd bug. -
Corvus' enhancement pack, now updated
LKN-351 replied to LKN-351's topic in Tools, Utilities & Downloads
Hmm, I wonder why any coder would use an apostrophe in a file name in the first place. I'll take a look and see what the file names look like on my machine. -
Corvus' enhancement pack, now updated
LKN-351 replied to LKN-351's topic in Tools, Utilities & Downloads
Once you gave me the tools I needed I accidentally figured out what the original issue was and then I happened upon the other two older versions of his packs and it was on like donkey kong. Although some of the alignment issues where inherent to the game, I had to shift the IO rings a bit cause they where off compared to all the other rings. I think I fixed anything that anyone could possibly rant about but wonders never cease yeah? lol Naw man, it's super easy to install. Hardest part would be figuring out which version you might want. I uploaded them so you just gotta paste it into the HC folder once its downloaded. There's even a preview folder and a few other alts in each pack. -
Corvus' enhancement pack, now updated
LKN-351 replied to LKN-351's topic in Tools, Utilities & Downloads
A whole bunch of views and a single like. Hmmm, well. -
You'd at least need to have a stable .pigg viewer. They exist, but YMMV. I couldn't get one to work on my PC but others have. Do a search on the forums for stable pigglet. I have no idea if you've looked through any .piggs already but they are a mess. You'd have to find every single file that is associated with the thing you want to modify (lets call it A) and then every single file that's associated with what you want to sub in (lets call it B) and replace A with B. BUT B is REQUIRED to use the EXACT SAME file headers, file names, file dimensions as A, as well as if A has 6 files (for example) then B must have the same number of files, some times you can get away with the odd 'empty' file but if you don't it'll default to the coded file from A. THAT part is coded in as far as I'm aware. I know what you can do with .texture files, but I'm not sure what you can do with .GEO files as a player. I'd say there's a 50/50 chance you can swap .geo files around but the .texture files can definitely be swapped within the requirements. Here's a link to a guide on OuroDev and there's a couple different guides here. Search the forums for DeTexturizer and read the directions, I'm sure you'll need that one. This is just from my experience, I'm not a coder or a pro at anything related to this. I learned through trial and error. Good luck. lol Finish all quests before you proceed...
-
I've used Corvus' enhancement pack since he first dropped it right after Ultra mode was released. I love it, it makes all the enhancements so you can tell what they are even with just a quick glance. I applaud him for the work he put into creating it originally. That being said, there where a couple of issues he never figured out and now there are quite a few new IO enhancements that didn't work with his most recent version from before sunset. I'd been trying to fix some of those issues he couldn't figure out for as long as I can remember and in the process of finding the cause of and also how to fix them I stumbled across the tools and files to fix the set and also bring it up to date. So... I did. I uploaded four different versions. Maybe some people find what I fixed from one version to the next version to be too far from the original so I uploaded variations. First version, it was posted under the name Basilisk. I think that was Corvus' original forum handle but it could possibly be where Corvus got the idea to do his. Hard to say, not that important. This pack only changes the background POG to Basilisks/Corvus' shiny domed version. It still uses the games ICON overlays, which means that the standard IO, TO, SO, and DO use the original design from the game. V1; Corvus pack Second version, I didn't change anything in this version aside from fixing the glaring issue that Corvus had when he originally uploaded it. I did add the newer IO sets that released since he last updated the pack so it is completely up to date as of when I posted this. It's the same concept as the first version but the pack uses much more files that Corvus modified. The TOs, SOs, and DOs all use the same ICONs as the standard IOs which makes them much easier to identify by sight, IMO. V2; Corvus pack updated Third version, I fixed the ICON color inconsistencies from enhancement to enhancement and as many image alignment issues that I was capable of that crept up due to the way the game 'builds' enhancements. The whites and the blacks always seemed a bit dingy so I fixed that. V3; Corvus pack, updated & fixed Fourth version, This was the pack that I fixed anything and everything that I didn't like about the enhancements since I first started playing CoH back in the day. As I dug through the retired enhancements I realized the reasons some of them look as they do was due to enhancements that are not even used in the game any more. I'd be willing to bet that some people weren't even aware of the old retired enhancements, so why not remove the design elements of the current ones that are only there due to the retired ones? For example; there used to be a Heal, a Buff Heal, and a Debuff Heal. The up arrow on Heal is unnecessary so I removed it. V4; Corvus pack, updated, fixed & standardized NOTES: There exists somewhere out there on the internet a Corvus/Basilisk pack that uses a different color for Damage Resist. I know I used to have it, but I can't find it. I know the color in the packs is different from what the base game uses but there was originally three different resistance enhancements and Basilisk/Corvus decided to make one of both... one of which got lost in the ether somewhere. I'm still looking for it. I like how To-hit Buff looks, but I can't get the Debuff version to look the same. I tried and wasn't happy with the results. I also tried to make a variant of both of them for the fourth iteration but I didn't like the way they turned out either. If I imagine a solution to this I'll post it up when I'm done with it. The special enhancements (D-sync, Hami, Hydra, and Titan origin) have a different image file setup so they couldn't be modified without creating new image files. That's not really in my wheelhouse lol KNOWN ISSUES Stagger. The OG Devs made that file different than the rest. I tried to align it as best I could but it was either perfect for the enhancement or perfect for the recipe, both was not an option. I chose the enhancement. I think this is the same case in the standard game as well. I found that IO sets could be aligned for your management screen and the SG storage racks but they' be misaligned at the Auction House window. I didn't test this on the first or second iterations, but it's definitely the case with the third and fourth iterations. Attuned enhancements are slightly misaligned, if I fix that issue they'd be misaligned as the IO set. Sorry lol I did what I could. I didn't test this on the first or second iterations, but it's definitely the case with the third and fourth iterations. Talisman enhancements share icons with the SO/DO enhancements, when I made icons that worked for them they also jacked up a ton of SO/DO enhancements. Unfortunately all the Talismans use the IO Damage POG. This only effects the second, third, and fourth iterations. IMPORTANT When you download these from Google drive it renames four files, two of which will cause the game to not load. I put a .txt file into the offending versions with instructions on how to fix it. None of this is completely my creation, I took Basilisk/Corvus images and combined them with the images from the game. If you have comments or suggestions or find some issues don't hesitate to let me know. If I decide to change anything in the future I'll definitely post in this thread and update the links.
- 19 replies
-
- 18
-
-
-
I was trying to figure out exactly what these retired enhancements looked like but I don't think I've crossed paths with anyone that knows for sure. I'm not a big fan of guessing, but I still wanted to do what I had intended. Again, I'll say this is just educated guessing... just like the weathermen but probably more accurate 🤣🤣 These are the totally retired ones. Buff Damage Buff Heal Cone Range Debuff Damage Debuff Damage Resistance Debuff Heal Endurance Drain Intangibility Duration Leap Height Radius They're similar to some we still have, but the file name is separate. For example, there is a Heal, Buff Heal, and Debuff Heal. Heal is the one still used, but not the others. The downward arrow on Debuff heal is totally a guess, but it makes sense due to the fact that the Heal we still use has the up arrow. Even so, it's odd to me that the Heal we currently have still even has the arrow. It does buff but the file name isn't specifically called a buff. I wonder if when the Buff/Debuff was phased out they just used the graphics that where already created instead of making a new one... it wouldn't have been that hard, I've actually done it lol I actually edited the arrows in all of these listed below as I would guess they may have been originally, I could be wrong though. Heal Buff Heal Debuff Heal There's a Damage, a Buff Damage, and a Debuff Damage but Damage is the one still used. The white "blast" icon is the only one I had access to, so if those Buff/Debuffs should have the half circle from the Defence pieces or the arrows used on the Heals it's a mystery to me. Damage Buff Damage Debuff Damage Radius was a total guess, I doubt that ones correct though cause the graphics I used had the file name GEN_CONE but it was the only file I could think of to use. Deduff Damage Resistance was another total guess, but it makes sense. Again, I've no idea if it should have an arrow or half circle. Oddly enough there are three seperate Resistance pog files (POG is the background color file) and only one icon for any Resistance. Damage Resist Buff Damage Resist Debuff Damage Resist Even more strange, I found that there are double file entry's for interrupt (POG_INTERRUPT and POG_INTERRUPT_TIMES) as well as Recharge (POG_RECHARGE and POG_RECHARGE_TIME) that the one that's not used now has a slightly different color from what we use and a slightly different opacity to the icon that overlays it. Couldn't really tell you what the difference is. If I had the OG files for those I would post them, but currently I only have them as modified files that tell me the files did exist but I don't have them. If I had a pigg explorer/extractor I might go dig, but I don't lol To be honest, the only reason I posted any of this information is cause maybe someone else would find it as interesting as I do or maybe someone else has still more factual information to add or even possibly some speculation. Either way, here you go LOL
-
Theres another thread about this same thing that gives a decent workaround for this issue.
-
lol they're in alphabetical order, that is organization I have seen that thread and it's a lot of work to get them where he did. My end goal is to revamp/update/"fix" Corvus' old enhancement packs and put them out there so new people will discover them and people that lost them can have them again. I've used these enhancement mods since he first made them back in the day, it's odd to me when I see the standard enhancements that the game uses.
-
Here's the things I "fixed" or further modified today. Still not having a lot of luck with To-hit Debuff... but I'll share what I attempted anyways. The first attempt has more of the bevelled effect but its not as clearly visible. The second is less bevelled but the icon is much more clearly defined. I want to take the faded lines and put them inside of the arrow next time I mess with it. I think honestly the only thing left to do here is get the To-hits finished then I'll upload all the files for the players. Granted this thread is probably going to become an echo chamber of just me posting stuff with little to no feedback.
-
Yeah the image that FinalCyclopedia posted was the same PDF manual I looked through last night. The files for Jump height are still in the game, background and icon. The icon was used for Double Jump so you if you used Super Jump you see it fairly often. These are the icons for Cone, Drain end, and Jump Height... in that order. These are the pogs for Buff damage, Cone range, Debuff damage, Debuff damage resist, Debuff heal, and End drain. Now that I looked at the OG pogs, I guess since I hadn't been actively messing with those I'd never noticed Debuff heal and Debuff damage resist. Interesting.
-
That's not a bad idea actually and not hard to accomplish either. To-hit Debuff is still worse off than it was originally. I thought putting the white more like how the To-hit is would help it show more of the depth behind the icon but unfortunately it looks flat either way. It doesn't help that I don't have the file the original creator used to change it so I had to make due. I think I decided to further tweak the end discount inlay as well, the way its made originally makes it flatten out the candy coated pog behind it. For reference, here's what they looked like before I started messing with them.
-
LOL WTF? I'm gunna go out on a limb that the statement I made seems odd how I worded it.... I don't know if you know how the enhancement files are setup but it's origin ring L and R, background colour pog, and icon. I can clearly see in the game files which pogs go where but the icons aren't labelled precisely enough to know exactly where they're used. I see the background pog but I've no idea what icon goes on top of that. Zag, is there an older manual than what I found online maybe?