Jump to content

AboveTheChemist

Members
  • Posts

    1812
  • Joined

  • Last visited

  • Days Won

    1

Posts posted by AboveTheChemist

  1. 2 hours ago, schrodingercat said:

    heya! I tried to update this using City Mod Installer, but it says:

     

    Offhand it sounds like an issue with the download. I recommend posting in the City Mod Installer thread as I can't offer anything beyond the most basic support for that tool, and you're more likely to get meaningful support in that thread. Alternately, you can try the manual installation process as laid out in the top post.

  2. Part of the issue regarding the black border is that the underlying image files are constrained to dimensions that are powers of two, typically 512 or 1024 pixels. CoH zones are all different shapes and sizes and don't necessarily fill all the space on that canvas completely. Further, each pixel on a given map represents either 10, 15, or 20 feet (approximately) in-game depending on the particular map (with a few oddball zones).

     

    For example, here is the map image for Founders Falls:

     

    founders_falls_orig.thumb.png.a71ea331704f6ef80694deca1038160b.png

     

    It is 1024x1024 pixels, and each pixel represents approximately 10 feet in game. Cropping that image to 512x512 results in insufficient space for the actual game map. Theoretically you might be able to crop it to 512x512 and lower the pixel resolution to 15 feet in order to get it to fit, but you would likely end up with a worse quality map, and you would still have a black border. I don't know how zone maps were/are created so something like that might not even be feasible. Such a change would also likely require re-calibrating all the static map markers (like contacts and stores) and how dynamic map markers (like player markers) move across the map, which might not be a trivial task.

     

     

  3. Just now, Duckbutler said:

    Map zoom should be a slider on the right side of the map. Why do I not see it in the screenshot?

     

    I noticed that as well and was just about to post about it. I don't think it is a window size issue because I frequently expand the map window to fill nearly the entire screen when I am working on map mod updates, and the zoom slider has never disappeared on me before. Unfortunately I don't have any explanation as to why the zoom slider appear to be missing.

  4. 53 minutes ago, Display Name said:

    Please note that some time capsules do not appear in these map locations.

     

    There was probably someone else in the zone collecting capsules, and you just happened upon some locations that had not respawned yet. Those maps on the wiki are the same maps in the mod I linked earlier.

     

    EDIT to add that it took me 68 capsules to get the two defeat badges, but I did happen upon a couple of Rikti spawns that someone left. Were it not for those, it would have taken me at least a few more capsules.

     

    • Like 3
  5. 1 hour ago, PoptartsNinja said:

    They're asking what needs to happen for Cimerora to appear in the list of destinations at Oroboros, the answer is: successfully complete an ITF.

     

    This is partially correct. From the i27p4 patch notes:

     

    Quote

    You can now unlock Cimerora as a travel destination in the Ouroboros exit portal by earning the 'History In The Making' Cimerora Exploration Accolade badge or by earning the 'Temporal Strife' badge by completing the Imperious Task Force.

     

    • Thanks 1
    • Thumbs Up 2
  6. Here is a list of zones with winter gifts, if anyone wants to check that they also have time capsules:

     

    Spoiler

    Hero

    Atlas Park
    Brickstown
    Faultline
    Founders' Falls
    Independence Port
    Kings Row
    Peregrine Island
    Skyway City
    Steel Canyon
    Talos Island


    Co-op

    Kallisti Wharf

     

    Villain

    Cap au Diable
    Grandville
    Mercy Island
    Nerva Archipelago
    Port Oakes
    St. Martial
    Sharkhead Isle

     

    Praetoria

    First Ward
    Imperial City
    Neutropolis
    Nova Praetoria

     

    PVP

    Bloody Bay
    Siren's Call
    Warburg

     

    It's been a few years since I mapped the winter gifts so if you notice time capsules in zones not mentioned on this list, please let me know!

  7. Bind and bind_file commands can be invoked from a popmenu, but they won't take effect until you restart your client or zone, which is generally less than convenient. I circumvent this using beginchat to pre-populate the chat bar with the bind or bind_file command (and building off Shenanigunner's post above):

     

    Bind Keys:  Option "Babbage Search Key" "beginchat /bind ADD target_custom_next enemy alive Babbage"
    Bind Files: Option "Load Bind File" "beginchat /bind_load_file <file_name>"

     

    These require pressing ENTER twice to execute the command, which takes some getting used to, but it allows the binds to take effect immediately versus having to zone.

     

    Macros can be created via a popmenu, but you should enclose the command portion with <& and &> (instead of quotes) so that the client doesn't get confused with nested quotes. Here is an example, again building off Shenanigunner's post above:

     

    Option "Babbage Search" <& macro GM "target_custom_next enemy alive Babbage" &>

     

    Unless you just 100% MUST have this stuff in a popmenu, I'd recommend Shenanigunner's method.

     

  8. Sounds like it might be my understanding of Proc120s that is incorrect then, as I wrote at least one instance that explains how they work, and it doesn't match what is on the I18 page. Once the wiki unlocks I'll try to remember to correct the entries that I am aware of.

    • Banjo 1
  9. 2 hours ago, macskull said:

    The HCwiki page for proc120s also describes the wrong behavior

     

    Are you referring to the Proc120 description on the Issue 18 HC wiki page as the one in error? I checked the few other Proc120 descriptions that I know of on the HC wiki and they are all correct. If you aren't referring to that page, can you please link the page you are referring to?

    • Banjo 1
  10. 39 minutes ago, Jack Power said:

    These changes are just for the player right?

     

    Correct, these only change things client-side and the individual user is the only one that sees the changes. As far as examples, the big one I can think of is vidiotmaps. I don't use this particular tool to update vidiotmaps because I developed my workflow before this or the previous DeTexturizer tool were available, but the set of tools I use does essentially the same thing.

  11. 24 minutes ago, Jack Power said:

    could someone explain what this is used for?

     

    In the simplest terms, it is used for modifying (modding) in-game textures, be they maps, costumes, billboards, or any of the other textures you might see in-game.

     

    Individual game textures come in .texture format, and they contain the actual image plus a couple of layers of headers that the game needs in order to apply them properly in-game. Texture files can't be manipulated directly in programs like PhotoShop or GIMP (as far as I know), but if you remove those headers, then you gain access to the image which can then be modified. You then need to re-attach those headers in order to make it usable by the game again, and this tool assists with all of that.

  12. It is locked, and has been for several days. As I understand it based on some info on the closed beta discord, it's being migrated to new hardware. Don't quote me on that though, I am just repeating what I have read and have no further knowledge.

    • Like 1
    • Thanks 1
×
×
  • Create New...