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AboveTheChemist

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AboveTheChemist last won the day on September 9 2021

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  1. Hey Michiyo, after a couple of folks poked me about some confusion regarding my mod instructions, I noticed a odd quirk with the editor on the City Mod site and thought I would post here to give other modders a potential heads up. If I go to, for example, my BadgeSetList popmenu (https://mods.cityofheroes.dev/mod/11), in the usage instructions are a couple of lines that contain variables in angled brackets, like: If I click the Edit button, the mod description editor deletes out the stuff in angled brackets, like so: Then if you save/submit, the text in angled brackets does not reappear. It's nothing major, and I'll just have to remember to add that stuff back in where appropriate, unless there is an easy fix for it. It's something other modders might want to check for, though.
  2. Glad you got it sorted out. I think there is something funky going on with the City Mod site such that when you edit the mod description, it can sometimes delete out the stuff in angled brackets. I checked the pages for both mods above (as well as my other popmenus, as I saw the same issues there) and have edited them for correctness.
  3. I'd like to politely request/remind users to please limit the discussion in this thread to the BadgeSetList popmenu. If you have questions for me not related to this mod, feel free to PM me, otherwise please start your own discussion thread or locate a thread appropriate to the topic you wish to discuss. Updated (in top post) to add the new winter 2024 event badge. Full update log is in the top post. Please let me know if you notice any issues.
  4. The top post has been updated to include the new winter 2024 badge. If anyone notices any issues with the data please let me know.
  5. No worries, I should have been clearer. Typically in popmenus you'll have a slash command of some kind that is invoked when you click on an item in the popmenu. I assumed that you were referring to that kind of functionality when you said: Ideally the way I think the popmenu would work is that you would open it and drill down to the item you wanted, click the name of the item, and it would (theoretically) take you to that item in the editor. But there would need to be a slash command available that would allow one to open an item in the base editor based on its name or code or something. I am not sure if such a slash command exists, and if not then the popmenu couldn't have that functionality. But, such a popmenu could still be useful, because folks could at least see a list of the base items that might fit the category they need, and they could manually search for them based on their name. Or, assuming that slash command doesn't exist, you could set it up so that clicking the item name in the popmenu would print that item name in the chat window, and users could copy/paste the name from the chat window to the search bar. I'm just tossing out some ideas to make the menu as useful as possible, even if the slash commands aren't there to make it work exactly like the ideal menu might work.
  6. I am not sure about that last part, as I am not sure if there is a slash command that would allow that, but what you describe sounds like it could be accomplished with a popmenu. You could have the different categories (doors, tintable, etc,) as submenus and each could list the various items within and could provide the user with the search term to type in the base editor menu. That's assuming that a slash command doesn't already exist, and there is every chance that it does. The wiki slash command page (https://homecoming.wiki/wiki/List_of_Slash_Commands) is well maintained so it might be worth a look there for a slash command that does that.
  7. Generally speaking, mods take an existing game asset (like a zone texture, sound, costume piece) and modify it. A big exception is popmenus (and custom windows, which are kinda related), but otherwise you need to know what the existing asset is and where it resides in the directory structure in order to be able to modify it. My modding experience is quite narrowly focused on popmenus and map textures, so I can't say for certain if the mods you propose to the base editor are feasible or not. I think it would involve modding UI elements, which I have no experience modding and I can't recall any examples of same. I think if you could locate the existing assets that define the parameters of what you see in-game for the base editor, then it might well be feasible. I don't have access to the game assets at the moment but the next time I need to dig into the piggs I'll take a look and see if I can find anything that relates to the base editor.
  8. If you need help with Badger, the thread for it is at this link.
  9. You seem to be under the mistaken impression that this is a mod or an executable that you download and run locally. It is neither, but rather a website for tracking badges. If that is something you are interested in using, a post I made at this link earlier in the thread has some basic instructions for how to utilize the website to track your badges.
  10. The current freebies instructions read (in part) "To export the build menu from Mids' Reborn (version 3.0.0.0 or newer), open the 'Import / Export' menu and select 'Export Build to Beta Server'." Based on lemming's screenshot, it looks like the menu tree to get to it has changed. I have not used Mids in years and have not updated those instructions in about three years, but if the above screenshot is from the current Mids build, I'll update the freebies menu.
  11. If I recall, setting a vis_scale higher than 2 (via command line or launch parameters) and subsequently opening the options menu (and maybe the specific graphics tab) will cause vis_scale to reset itself to 2 (200%), which as noted is the current max in the options menu. There may also be other as-yet-undocumented triggers that cause it to reset. I personally set mine in the launch parameters and keep a keybind handy in case it gets reset during gameplay. Implementing this suggestion would help alleviate the need to monitor and periodically adjust the vis_scale settings if they get reset.
  12. For anyone that cares, I'll still be around to help out with Badger, but now that we have some others trained and documentation soon in place, others will have the ability to update the database so that I won't be the bottleneck should life get in the way like it did this last time.
  13. The only way I can think to do it is by altering the name in the chat log before importing it via the log parser. Leave your manually edited character as-is, then open the appropriate chat log (or better yet, a copy of your chat log). Find the line of welcome text from when you log in. It'll say 'Welcome to City of Heroes' or 'Now entering the Rogue Isles' (depending on alignment) followed by your character name. Edit your character name there to add the word 'Copy' or something similar to make it unique from the existing character name. Then import it. It should import using the altered name.
  14. No worries, I just try to keep the discussion here as focused as possible so folks can get the info they need about my mod without having to sift through non-related material, and so that I can more easily find and answer questions folks might have. Lemming has certainly done fine work worthy of a wider audience.
  15. Because this is the thread for my popmenu, not his.
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