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Jacke

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Everything posted by Jacke

  1. The default Popmenu Fast Travel (in your Trays' Powers popup under Accolades on the right) has a cascading menu that shows which zones have been unlocked for Long Range Teleport.
  2. That's because as part of Issue 27 Page 1, the map for Siren's Call, which used to have West at the top, was rotated to have North at the top. Even with Vidiot Maps installed, the active widgets on the map are put there by the City client where it thinks they should be. The map rotation that @Juggy did to the Vidiot Map for Siren's Bay turned it to have North at the top to match what the City client has now. It's likely you replaced the correct map, because it got changed, but the file put in place appears to be wrong in its content. Because you're having issues on 2 maps, I'm going to suggest you download again and completely reinstall Vidiot Maps including the Siren's Call replacement map. I assume you're on PC. Follow the link for the installer for the i23 maps, "vm_mappack_i23.exe", from here (link copied from the first post of this topic then followed): https://sourceforge.net/projects/vidiotmaps/files/vm_mappack_i23.exe/download Download the map pack that brings the i23 maps up to i26, "More Maps 4 U", from here (link copied from the first post of this topic): https://www.dropbox.com/s/q56yb1wboqqsowx/moremaps4u.zip?dl=1 Download the archive with the single Siren's Call map for i27, from the post above, linked here: https://forums.homecomingservers.com/topic/3523-vidiotmaps-for-issue-24-and-beyond/page/11/?tab=comments#comment-299828 Find your City install root folder, which I refer to as <root>, using my guide. https://forums.homecomingservers.com/topic/24822-finding-your-city-install-root-on-windows/ Move the folders and files of the existing Vidiot Maps install to remove them. Under <root>, the folder "data" contains all the files that modify the defaults in the City client, including Vidiot maps 3 folders under "<root>\data\texture_library\" contain the maps that make up Vidiot Maps, "MAPS", "P_MAPS", and "V_MAPS". Move these 3 folders to a safe location to save them for now. Run the installer from Step 1 for the i23 maps, "vm_mappack_i23.exe". For "Destination Folder", give it the City Install Root <root> you determined in step 4, and install all maps. Open the zip from Step 2, "moremaps4u.zip". It contains a folder "data". Copy it from the zip to the City Install Root, <root>, to merge it with the existing "data" folder, overwriting all. Open the 7zip from Step 3, "map_V_PvP_03_01.8badge-i27.7z" and go into its only folder "map_V_PvP_03_01.8badge-i27". Take the file "map_V_PvP_03_01.texture" and copy it to this location in your City Install to overwrite the i26 file. "<root>\data\texture_library\V_MAPS\Static\" Start your City launcher and run the City client. It will load the modifications in "<root>\data\". Go to Bloody Bay and Siren's Call to check those maps specifically. Also see how the Vidiot maps are in the other zones too. Report back what happened. If it appears okay, you installed the latest Vidiot Maps okay and you can dispose of the 3 folders you removed in Step 5.
  3. Talking about modding City or the new Homecoming (HC) Installer, I keep referring to the City Install Root, often shortened to '<root>'. HC player @AboveTheChemist, creator and maintainer of many useful things, refers to this as: <CoH Root Folder> It's where all the files of your City install are located. For the new HC Installer, it's everything, as all programs, library, settings, etc live in the files under that location. This is how to find it if you can't remember where it is. For the new HC Installer, just click on the gear icon in the upper right of its main window to get its Settings window. Install Location is stated front and centre (here to the default path). Note you can install the HC Launcher many times in different locations, as all are independent and use different links to start their respective Launchers. But only one install is needed to access everything including the Beta Shards and Multiboxing. For the Tequila installer, find the shortcut you use to launch Tequila, right-click on it, and select Properties. The Install Location is the "Start in" folder. If you happened to use Island Rum, it's found via its shortcut, similar to Tequila. In my install, it always had its own folder under the City Install Root. Here <root> is "C:\Prog\PL". I never got Island Rum and Tequila to co-exist, so I had to use a separate install location.
  4. I wonder if the two Family Bosses were fighting each other, both went for the eye poke, and in the aftermath became inseparable. Now if my Scrapper Jacke Bruce was there, he'd say, "That's going to cause a little confusion. Mind if we call you Bruce to keep it clear?"
  5. @Shenanigunner, you can curse the darkness. Or you can find a way to light a candle. I still looked for a solution for you and found out a bit more what is happening. First the solution I found. BUTTON4 "emote flypose1$$autorun 1$$powexectoggleon Fly$$++up" Press and release BUTTON4 the first time to jump up and fly. Press and release BUTTON4 a second time to stop the rise. A third press-and-release starts rising again, a fourth stops rising, etc. More details in the spoiler.
  6. I remember when Ouroboros was introduced and it had a weird glitch. You got the mission from the Pillar of Ice and Flame, but you entered the mission by jumping in the pool. That was so cool, I wish it had be left that way. Indeed, welcome back to your City. 🙂
  7. @Shenanigunner try this. I think it will fix things. BUTTON4 "emote flypose1$$autorun 1$$powexectoggleon Fly$$up 1" You'll need to cancel the "up 1" during flight with another vertical motion. A quick press-and-release of default X ("+down") or SPACE ("+up") works. The short 2 warnings for binds and macros: Only use the prefix "+" on a single power, like in "+down" or "+up", not compounded with "$$" at all. Be careful using the prefix "++" on powers in compound commands put together with "$$" (no spaces either side of "$$" or some commands might be misinterpreted). The long and winding analysis in the spoiler:
  8. Thanks for filling in that information, @GS4-Shield. After reading what I wrote here, you should, to the best of your memory, write up the incident trying to be as clear as possible, with as many details around the incident (rough date and time, Shard (Everlasting), where you had just been, what you were doing, etc.), saying how you saw things as a City player. Then make a new post in the Bug forum to pass that information on to the devs for use in the future to find what was the cause. In a complex system like City of Heroes, many faceted servers and many many client programs over the Internet, especially with long established code, there are sometimes corner cases and race conditions that are rare that affect things when they shouldn't. The best thing to do is to make notes at the time, recording the details, taking screenshots if it would help, then putting in a bug report giving that detail in the Bug Report forum. The accumulation of information about these issues can help the developers take note of things they encounter as well as during the testing of new code and into beta testing. Combined, it will lead to City being better. The red ring indicates a special power called Second Chance. It's used to fairly work around parts of the base City code not communicating. What implements these travel powers can't tell if you just closed the popup window without selecting a destination. So to make that cancel fair, the initial press of the travel power will invoke the special power Second Chance, which puts the cooldown of the travel power on hold and starts a timer. So after closing the window without zoning, you can hit the power again, which will open the window again but not affect Second Chance. Whenever you next zone, whether by using a destination in the travel power or any other way, Second Chance detects that, puts the original power on cooldown less the time already past, then goes away. If the cooldown time of the power passes without you zoning, Second Chance goes away. What may have happened during your session is after the people zoned into Ouroboros (were you one of them?), somehow your toon was in a state that the invocation of Base Transporter didn't produce the popup window nor otherwise enable /ebfp, but it did invoke Second Chance on Base Transporter. Using a second power, LRT, seems to have at least enabled /ebfp. That sort of information, described in your own words, is what the devs are looking for to keep improving City.
  9. GS4-Shield, are you sure the power was called "Base Teleporter"? That was the name of the old Day Job Base teleport command. I believe as part of the Issue 27 Page 1 changes, it should have been replaced with the new command, called "Monitor Duty Teleporter", with charges transferred from one to the other. This may be why you can't recreate the issue. The Prestige Base teleport command is called "Base Transporter". I tested it in Ouroboros and it worked at that time for me. The Day Job Base teleport command is now called "Monitor Duty Teleporter". I tested it in Ouroboros and it worked at that time for me. The only way I can show information on the command "Base Teleporter" is with the command "/linkinfo Base Teleporter". I believe replaced items like "Base Teleporter" are left behind in this manner so that old toons that still have them can be upgraded when they log in.
  10. I noticed the same issue with the Dark Astoria Day Job status in the past day. However, I've also determined that the status is irregular, seeing it come and go. I have 2 toons on Everlasting getting what appears to be normal DA Day Job progress. Apparently DA Day Job Status always appears to be assigned on login, so Day Job Badge progress doesn't appear to be affected. @GS4-Shield, you should park your toons wanting "Cold Hand of Death" in Dark Astoria. I've reported this bug here.
  11. I noticed in the last day that the Dark Astoria Day Job "Cold Hand of Death" status isn't being granted upon zoning into Dark Astoria (first screenshot). I've seen this on Everlasting Shard. Moving around the area near the DA west gate, well away from the Base Portal and its Day Job zone, I saw the DA status sometimes come and go. When leaving the Base Portal area, DA Day Job status was never assigned after Monitor Duty status dropped. 2 toons on Everlasting are getting what appears to be normal DA Day Job progress. Apparently DA Day Job Status always appears to be assigned on login (second screenshot), so Day Job Badge progress doesn't appear to be affected. Forum user @GS4-Shield has also reported the status not appearing in this post. https://forums.homecomingservers.com/topic/24686-patch-notes-for-december-1st-2020-winter-event/page/4/?tab=comments#comment-301485
  12. Ever since the Jump Pack came out, I've never had a problem getting "Top Dog" with it. Just hold down jump (default SPACE) and push forward until you're touching the globe then halfway up push forward to assist until at the top and the Badge is granted. Don't wait but jump down going north to land on the City Hall dome to get the "Freedom" Badge, then jump off to the northwest to the east side of the platform with the Base Portal to get the "Hero Corps Insider" Badge, then continue on the ground to the northwest down the stairs to read the Plaque commemorating Atllas being granted the Keys to Paragon City (part of the "Pupil" History Badge needed for the Atlas Accolade +5% Endurance). The "Silent Sentinel" Badge in the northeast of Atlas is even easier.
  13. The trick to best using cascading Popmenu entries is to invoke the Popmenu by keypress while hovering the mouse pointer to the upper left of your screen. That way there's plenty of screen space to see all the menus. Default keybinds ALT+1 to ALT+0 invoke the powers/macros in Tray 2, while CTRL+1 to CTRL+0 invoke those in Tray 3. Here I put the stock Fast Travel in Tray 3 Slot 5. So while the mouse was just about where the upper-left corner of the Fast Travel Menu is, I pressed CTRL+5. I normally use my stock Powers Popmenu, which in my standard keybinds I invoke with P:
  14. I think the best way to check your Souvenirs is to go to a Pillar of Ice and Flame and access your missions list. Al the missions marked in Gold you have the Badge and/or Souvenir for it. To be thorough, you'd have to go to Null the Gull to change from Hero/Vigilante to Villain/Rogue (or vice versa) to check the other side if you've played both. Unfortunately, I don't know if there's any better way of checking them. Further infomation on the Homecoming Wiki, but that may not be up to date yet. https://hcwiki.cityofheroes.dev/wiki/Souvenirs https://hcwiki.cityofheroes.dev/wiki/Souvenirs_(City_of_Heroes) https://hcwiki.cityofheroes.dev/wiki/Souvenirs_(Task_Forces) https://hcwiki.cityofheroes.dev/wiki/Souvenirs_(City_of_Villains)
  15. I agree that Tough should have a shorter activation time. Combat rezs with mezs, knockbacks, and other protections can work even when stuck in a group of mobs. Prestige Renewal of Light has damage, knockback, stun, and leaves the toon untouchable for 15s. Return to Battle gives the effect of all standard large Inspirations as well as untouchable for 15s. Also having more Def, Res, and End Inspirations ready to gobble helps too. To get a whole pile of power toggles back on in the current game, I use toggle turn-on macros. This is the way. On all toons, I use a stock set of binds to overwrite the standard ones. These have WERD as the movement keys, to put more keys around them to use. S and F get special purposed for toggle turn-on macros for Stealth cloaks and Fight shields, similar to these binds. /bind S "powexectray 9 3" /bind F "powexectray 10 3" For each toon, I put customized toggle turn-on macros in Tray 3 Slots 9 and 10 for that toon. Example, for toons without a primary or secondary stealth power, I use Concealment's Stealth with Celerity Stealth IO in Prestige Power Surge. Note: /macroslot puts the macro in the destination slot, here /macroslot 28 for Tray 3 ( (# div 10) + 1) Slot 9 ( (# mod 10) + 1). /macroslot 28 +S "powexectoggleon Stealth$$powexectoggleon Prestige Power Surge" The important things about the macros is that on each press the powers are executed from right to left. So the first press turns on the Prestige Sprint, then the second tuns on Stealth. Further presses do nothing (the feature of using powexectoggleon). Now the tricky one, the +F macro to turn on all Fighting shields, powers that you want up, in the order right to left. Here for an Invincibility toon. Note: /macroslot 29 for Tray 3 ( (# div 10) + 1) Slot 10 ( (# mod 10) + 1). /macroslot 29 +F "powexectoggleon Assault$$powexectoggleon Tactics$$powexectoggleon Stealth$$powexectoggleon Maneuvers$$powexectoggleon Weave$$powexectoggleon Tough$$powexectoggleon Temp Invulnerability$$powexectoggleon Unyielding" Powers the toon doesn't have yet or in the current build are ignored. Turned on from right to left. Want the Mez Protection shield up first, then the strongest ones right to left. I have a text file containing settings for new toons that has these /macroslot commands for each type of Powerset that provided protection, etc. Note that due to activation times, some weird glitch, etc., a power may be skipped. Keep pressing F until they're all running. And the last feature is the trays in my UI, in the lower right, where I put the shield toggles visibly in Trays 4, 6, and 8 so I can see them. Here on my Dark Miasma/Radiation Blast/Dark Mastery Defender. Lots of other UI customizations there as well. For example, in my standard keybinds I have H, J, and K bound to the power/macro in Tray 6 Slots 8, 9, 10. /bind H "powexectray 8 6" /bind J "powexectray 9 6" /bind K "powexectray 10 6"
  16. Which is why I get 55+ft of PvE stealth on all my toons, as I posted 4 before yours. I stockpile Celerity: Stealth procs with either a primary/secondary stealth power or Concealment's Stealth. I'm very good at "How Not To Be Seen" 🙂
  17. The Wentworth's teleporter powers. The purchasable single use powers (4 versions blueside, redside, and Praetorian Loyal and Resistance) were apparently really buggy. Don't know if the bugginess applies to the Day Job versions too (but it might if it's all the same plumbing behind the scenes), but @macskull says they're going too.
  18. It's called Programmer's Blindness, which I learned about a long time ago. Spend hours looking for what's wrong in the code. Buddy walks up, spends 2 minutes (or less), and asks "What about this?" and finds the root cause. 🙂 @The Philotic Knight, patched map for i27 for Vidiot Maps for Siren's Call here, courtesy of @Juggy. I've tested it and it's good.
  19. Getting around without getting thumped by the mobs is why I go for Boss-level stealth on every toon, 55+ft PvE Stealth. It go real tired real quickly having mission doors deep in The Hollows or when level 7 hit, getting doors in Perez Park when I had to navigate the forest past level 10 mobs. Later at level 10 and getting doors in north Steel or south Skyway. That may not be so true anymore, but every time I don't have that stealth on a new toon, I'm soon reminded what happens without it. If not a Stalker or an Illusion Controller, Celerity Stealth proc in Prestige Power Surge by level 12. If no stealth power in the primary or the secondary powersets, Concealment's Stealth preferably by level 12 too. Recently, I've had a number of toons I've left idling at levels 3 to 6, so I've been using the Base Buff Grant Invisibility, 2 common, 1 rare salvage, to aid them running 'round to get Day Jobs.
  20. Thanks, @Juggy! It checks out okay for all 8 Badges and the 1 Plaque in Siren's Call. Map alignment was very good. Here's your .7z renamed so as to not confuse people. 🙂 map_V_PvP_03_01.8badge-i27.7z @The Philotic Knight, you should update this map for your City Modder. Had already downloaded GIMP for Windows as well as the GIMP DDS plugin. Was just discovering that to the GIMP, it sees Windows links as .lnk files. Which it can't handle. Was figuring out what to do when I saw your post. Really appreciate it!
  21. Great fix @Juggy! But when I went to check it, it appears you fixed the old Siren's Call map, with just 4 Badges. Can you fix this one, which is the pre-i27 map but it does have all 8 Badges. I tried Irfanview, it can't understand the .texture file format.
  22. On some toons, I've done the same, just Sprint, Ninja Run, and Jump Pack, though I'm usually driven by a tight build. On some melee toons, I run out of power picks or even hit the 4 Power Pools limit, coming down to either going for Leaping's Combat Jumping or another Pool for a travel power and decide to take Combat Jumping. I usually add in a temp flying power, though I limit its use. I'm really fond of the Holiday Rocket Pack, AKA the Jingle Jet, from happy memories when my AR/Dev Blaster first flew one Holiday Season long ago. https://hcwiki.cityofheroes.dev/wiki/Holiday_Rocket_Pack But for my zero-outside-investment toons, I now head off to Firebase Zulu or Grandville to get the sweet Day Job Traveler's Jet Pack. I just wish there was a way for Praetorian toons to get it.
  23. @KeepDistance, I think the problem that would exist with your scheme, which, if possible with the current code, I think could otherwise work, is that the LRT icon or similar power icons would trigger zero-cooldown powers to show the menu--and thus would never show any cooldown. Only the power that the menu buttons triggered would have a non-zero cooldown. Some UI element would have to be hacked to show that cooldown. And to show it on the icon of a different power, like the LRT, would likely be a real ugly hack. Better the system that works now, as complex as it is.
  24. Back to you, @Wavicle. Although even in that case, @Bopper, should there still be Focus afterwards due to the second use of TF ?
  25. @Bopper, it doesn't make sense for another use of Energy Focus while Focus is present to lose Focus, as @Wavicle is reporting. It is entirely in line with other effects in the game to have the duration of the resource refreshed. It may have been late in the beta process and unsuitable to fix the issue then, but that doesn't mean it shouldn't be fixed now as soon as is reasonably possible.
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