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Everything posted by AboveTheChemist
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That's the scheduled weekly maintenance. According to discord the down time should last another hour or so.
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tracker Badger - CoH Badge Tracker Website
AboveTheChemist replied to KeyboardKitsune's topic in Badges
Off the top of my head, delete the character out of Badger if you created it before parsing the log. You can also try manually adding one badge then parsing. Other than that, I'd recommend reading through the thread to see what helped when this has come up before. The parser sometimes has its gremlins. -
Halloween event GM spawn maps
AboveTheChemist replied to AboveTheChemist's topic in Tools, Utilities & Downloads
I've updated both the City Mod Installer installation and the manual installation files in the top post to include updated Atlas Park, Kallisti Wharf, and Mercy Island maps. With regard to the Peregrine Island spawn point at or near -1612.6 95.7 -4182.7, I tested for weeks on Brainstorm last year and never saw a GM spawn there. Michiyo was kind enough to confirm that the spawn point file that I pulled the spawn points from was the correct one, so a GM should spawn at that point. I will continue to check that location throughout the Halloween event, but if anyone happens to spot a GM there to confirm that spawn, feel free to share that info here. If anyone notices any issues, please let me know! -
Visual aid for zone explore badges completed?
AboveTheChemist replied to Jacktar's topic in Suggestions & Feedback
These are interesting suggestions and I fully support them, but there isn't much in there that is currently feasible within a popmenu, to the best of my knowledge. The color change idea is a no-go for sure. As BrandX mentioned, you could probably build some functionality based around the zone exploration accolade rather than the individual zone exploration badges, because I think each zone with eight badges has a corresponding accolade, but I am not 100% sure. Still, that would only partially do what you wanted it to do, I think. Perhaps one day there might be functionality added to popmenus that would make more of your ideas implementable. -
DEVS: Can you figure out a way to get this bind to work?
AboveTheChemist replied to BlackSpectre's topic in Help & Support
Sadly he did not. He posted a few examples but those were all command line, not from within a bind/macro/popmenu. Here they are in case anything can be learned from them (notes are Faultline's): Probably a shot in the dark but did you try closing the color tag like you would with normal HTML? -
DEVS: Can you figure out a way to get this bind to work?
AboveTheChemist replied to BlackSpectre's topic in Help & Support
To be fair, it was Faultline that posted the full list of tags in the closed beta discord, and Vanden ran with them. And to quote Faultline from same regarding the nature of the tags "it's not HTML, it's a bastard thing of uglyness". Here's the full list of tags, in case any are not included on the wiki (as quoted from Faultline, including the notes at the bottom): -
DEVS: Can you figure out a way to get this bind to work?
AboveTheChemist replied to BlackSpectre's topic in Help & Support
Here's how I load it in from a keybind file: KEYNAME "conprint "your text here"" You might try throwing the binds into a file and loading them in that way. -
In the chat bar, please enter the following command: /settitle 1418 and report back (copy/paste or cropped screenshot is best) the response that appears in the chat window.
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Vidiotmaps for Homecoming
AboveTheChemist replied to AboveTheChemist's topic in Tools, Utilities & Downloads
Michiyo nailed the Cimerora issue, and the FF issue is server-side and not something I can fix. It's not as you describe, rather it is an issue with the minimap in that zone. The issue appears regardless of whether one has vidiotmaps installed or not. Last I heard it was being looked into. -
Ability to Access AH in SG Base
AboveTheChemist replied to Renatos1023's topic in Suggestions & Feedback
Don't hold your breath on this one. The AH is only accessible in world zones, not missions or bases. I think this is because a copy of the AH database has to be loaded into memory for each zone in which it is accessible, so making it available in bases would mean loading many, many more copies of the database and bog down the servers. That is the basic explanation anyway, the link below seems to have a more in-depth explanation. https://forums.homecomingservers.com/topic/17002-let-ah-work-inside-base/#findComment-187032 This gets requested often (or at least used to) so you can probably find other threads discussing it if you want to dig for more info. -
That is the name release policy working as intended. You can claim an eligible name on a new character, but you can't rename an existing character to that same name. There is a workaround, though, which lemming posted here: https://forums.homecomingservers.com/topic/60515-character-name-is-available-and-reserved-but-assigned-to-another-player/#findComment-751649
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It has been few years since I worked on the River Rat locations but if I recall correctly I based my numbering off what was on vidiotmaps, so the numbering should be consistent there as well.
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Poor choice of words on my part I suppose. I am not in IT so I sometimes use incorrect terms. I merely meant that these popmenus are included with the game files and provided by the devs, not modded in by dopes like me. And for the record I did mention the freebies menu, it is currently my baby after all. Technically both the fast travel and the hologram matrix menus can be accessed without being earned. They can simply be opened with the popmenu slash command. The fast travel popmenu was created by me (with some polish by Jacke) at the behest of the devs, but the hologram matrix menu was Cobalt Arachne's creation, I believe.
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You could create a page for server-side popmenus and include it there, along with the freebies menu, the quickchat menu (the little menu at the end of the chat bar), and include at least a reference to the costume popmenu even though that one is tied to earning a badge. There may be other server-side popmenus but those are the ones that spring to mind.
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RIP Terence Stamp
AboveTheChemist replied to ThaOGDreamWeaver's topic in Comic, Hero & Villain Culture
This news makes me quite sad. I saw Priscilla for the first time a month or so ago, and he was brilliant in it. I was a big fan of Young Guns when I was a kid and while his role is somewhat brief, it is certainly memorable. The film that really gave me a great appreciation of him, though, was The Limey. -
GM Solace posted a potential solution to what sounds like a similar problem in the thread linked below. Hope this helps! https://forums.homecomingservers.com/topic/60043-geodesic-bubbles-causing-vertigo-and-nausea/
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ATC's Badge List PopMenu
AboveTheChemist replied to AboveTheChemist's topic in Tools, Utilities & Downloads
No. You are probably confusing the sewer network with the abandoned sewer network. Same layout, different badges in generally the same locations. -
ATC's Badge List PopMenu
AboveTheChemist replied to AboveTheChemist's topic in Tools, Utilities & Downloads
In that case, go to the top post of this thread at this link. Please read and follow the instructions for Removing/Deleting Old Installations because that is the only explanation at this point that makes sense. I had assumed that you had only installed via the pigg/mod installer but perhaps you installed a favorites-enabled version at some point in the recent past. EDIT: I also checked the MD5 hashes of my local version of the pigg (which I know is the latest version) and a version I downloaded from the City Modder site, and they match. -
ATC's Badge List PopMenu
AboveTheChemist replied to AboveTheChemist's topic in Tools, Utilities & Downloads
Normally my money would be on this but I see the Labyrinth of Fog listed on the menu and that would only have been in a pigged version of the mod, not in an old .mnu file in the data folder. EDIT: I hadn't considered a favorites-enabled version being installed. That could have resulted in an old .mnu file in the data folder. Given the above, and as lemming alluded to, I would try restarting your client in case you installed while it was still running. Otherwise, try re-installing the mod. The new badges are all in there. -
Daft Punk Pocket D Mix
AboveTheChemist replied to Dynamo-Joe's topic in Tools, Utilities & Downloads
I had a chance to download the mod from the City Modder site and took a peek inside the pigg. These are the files within the mod, and they should be found the locations specified: <CoH Root Folder>\data\sound\Ogg\music\Rave_AE_loop.ogg <CoH Root Folder>\data\sound\Ogg\Music_Source\Rave\ExtendedRave_loop.ogg <CoH Root Folder>\data\sound\Ogg\Music_Source\Rave\NewRave1_loop.ogg <CoH Root Folder>\data\sound\Ogg\Music_Source\Rave\NewRave2_loop.ogg <CoH Root Folder>\data\sound\Ogg\Music_Source\Rave\NewRave3_loop.ogg <CoH Root Folder>\data\sound\Ogg\Music_Source\Rave\NewRave4_loop.ogg <CoH Root Folder>\data\sound\Ogg\Music_Source\Rave\NewRave5_loop.ogg <CoH Root Folder>\data\sound\Ogg\Music_Source\Rave\NewRave6_loop.ogg Removing/deleting those should get things back to normal. -
Daft Punk Pocket D Mix
AboveTheChemist replied to Dynamo-Joe's topic in Tools, Utilities & Downloads
It is probably installed in your data directory. I don't have access to the game directory structure at the moment but I would guess it is somewhere in: <CoH Root Folder>\data\sound\ and potentially in: <CoH Root Folder>\data\sound\Ogg\ According the to HC wiki music page, the files are likely named: PocketD_NewRave<number>_loop.ogg where <number> is a single digit. If you see any files matching that description in your data folder you can try moving or deleting them and then restart the client to see if the music reverts to the stock music. -
Does anyone have a costume file for Fusionette?
AboveTheChemist replied to JoeMage's topic in Mission Architect
I did some digging in the leaked game data and found three models for Fusionette that have some costume data. You might be able to translate these into a costume file but I am not sure. I can't currently upload the file, so I'll paste in the content in the spoiler box below. -
Do I need to type in /maxinactivefps # every time i box?
AboveTheChemist replied to kelika2's topic in General Discussion
This page on the wiki should get you where you are going: https://homecoming.wiki/wiki/List_of_Command_Line_Parameters -
Do I need to type in /maxinactivefps # every time i box?
AboveTheChemist replied to kelika2's topic in General Discussion
If you are referring to multiple launch parameters in the HC Launcher, you can list them sequentially separated by a space as below: The last one is cut off due to the width of the window, but it is the -assetpath assets/mods parameter needed for pigged mods (such as those from City Mod Installer). -
Thanks for the kind works BlackSpectre. It only seemed logical that if I was updating badge info and other stuff on the maps, I may as well update the critter notation too. Thank goodness for demorecord, though. I shudder to think how long manual surveys might take. With regard to your edit above, I never found a single Lost in Royal Refinery or King Garment Works in the five surveys I did. Which isn't definitive, of course, and I adhere to the neighborhood boundaries on the map quite closely, but I would be surprised to find many in either place regularly and/or in appreciable numbers.