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Posts posted by AboveTheChemist
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11 hours ago, Cold Bob said:
I found a number of different lists, saying which badge had which settitle number, and most of them seemed to be inaccurate
Settitle numbers on closed beta are different from those on open beta and live. If you are using a list compiled from live/open beta data (like the wiki settitle list) on closed beta, then you'll have issues.
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20 hours ago, Mageman said:
Founder's Falls bank missions
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.
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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.
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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:
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13 hours ago, lemming said:
Order seems to now be the same using either ATC's BadgeSetList menu, or the wiki and all matching points, unless I typoed.
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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1 hour ago, BlackSpectre said:
Is "Server-side" good enough as a name? In truth, they're all part of the game client (in the bins/piggs)... not really on the server side.
There's also editbaseoptions.mnu and freebies.mnu, in addition to the other 2 you mentioned, ATC... for a total of 5.
You're right, UA, the Fast Travel and Hologram Matrix popmenus are the only ones awarded to players rather than just automatically part of the game (like the other 3).
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.
40 minutes ago, UltraAlt said:The pop-up menus - if I recall correctly - were actually created by a player and then the DEVs started using them.
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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13 hours ago, The Curator said:
Re-added the tunnel leading to Galaxy City.
Does this mean that the KR map texture will be updated? It certainly needs updating. Here's a comprehensive breakdown of the issues it has:
https://forums.homecomingservers.com/topic/24942-kings-row-map-needs-re-rendering/
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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.
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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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22 minutes ago, JoeMage said:
Did Homecoming recently change the names of the badges in the underground sewer network?
No. You are probably confusing the sewer network with the abandoned sewer network. Same layout, different badges in generally the same locations.
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35 minutes ago, Archiviste said:
*sighs*
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.
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17 hours ago, lemming said:
Do you have an old version in data->texts->English->menus?
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.
18 hours ago, Archiviste said:Is that normal?
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.
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On 8/4/2025 at 5:11 AM, twozerofoxtrot said:
I can't find how to clear it
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.
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3 hours ago, twozerofoxtrot said:
I can't find how to clear it
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.
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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.
SpoilerNPC "Model_Fusionette"
{
DisplayName "Fusionette"
Class "Fusionette"
Level 1
Rank 1
XP 35
Costume
{
EntTypeFile FEM
CostumeFilePrefix fem
Scale -4.122
BoneScale 0.1714
ShoulderScale 0.239
ChestScale -0.356
WaistScale 0.06
HipScale 0.08571
HeadScales 0.7124, 0.7619, 1
BrowScales 0.1174, 1, -0.4738
CheekScales -1, -1, -1
ChinScales 0.3524, 0.1238, -0.1905
CraniumScales 0.6541, 0.7128, 0.5334
JawScales -1, -1, 1
NoseScales -0.4152, -0.5181, -0.861
SkinColor 255, 195, 155
CostumePart Pants
{
Geometry shorts
Texture1 !SF_HIPS_skin_tights
Texture2 !SF_HIPS_Holes
Color1 0, 87, 255
Color2 76, 197, 255
Color3 0, 87, 255
Color4 76, 197, 255
}
CostumePart Chest
{
Geometry Tight
Texture1 !SF_CHEST_skin_tights
Texture2 !SF_CHEST_Top_6
Color1 0, 87, 255
Color2 76, 197, 255
Color3 255, 190, 63
Color4 149, 255, 0
}
CostumePart Head
{
Geometry V_fem_Head.GEO/GEO_Head_V_Asym_Standard
Texture1 !v_sf_face_skin_head_12
Texture2 !V_Face_Small_Mask_1
Color1 0, 87, 255
Color2 76, 197, 255
Color3 255, 190, 63
Color4 149, 255, 0
}
CostumePart Gloves
{
Geometry Wristband
Texture1 !SF_GLOVE_skin_wristband_01a
Texture2 !GLOVE_skin_wristband_01B
Color1 76, 197, 255
Color2 76, 197, 255
Color3 255, 190, 63
Color4 149, 255, 0
}
CostumePart Boots
{
Geometry Smooth
Texture1 !BOOT_banded_01
Texture2 !BOOT_Fade_Line
Color1 0, 87, 255
Color2 76, 197, 255
Color3 255, 190, 63
Color4 149, 255, 0
}
CostumePart Belt
{
Geometry Vee
Texture1 !BELT_test_01a
Texture2 !BELT_test_01B
Color1 255, 255, 255
Color2 76, 197, 255
Color3 255, 190, 63
Color4 149, 255, 0
}
CostumePart Hair
{
Geometry Pigtail
Texture1 !HAIR_Long_01a
Texture2 !HAIR_Long_01B
Color1 76, 197, 255
Color2 255, 255, 255
Color3 255, 190, 63
Color4 149, 255, 0
}
CostumePart Face
{
Fx None
Geometry None
Texture1 none
Texture2 none
Color1 0, 87, 255
Color2 76, 197, 255
Color3 0, 87, 255
Color4 76, 197, 255
}
CostumePart EyeDetail
{
Geometry None
Texture1 none
Texture2 none
Color1 0, 87, 255
Color2 76, 197, 255
Color3 255, 190, 63
Color4 149, 255, 0
}
CostumePart ChestDetail
{
Geometry None
Texture1 none
Texture2 none
Color1 0, 87, 255
Color2 76, 197, 255
Color3 0, 87, 255
Color4 76, 197, 255
}
CostumePart Shoulders
{
Geometry Collar_Spike
Texture1 !SPADR_Collar_Spiked_01a
Texture2 !SPADR_Collar_Spiked_01B
Color1 0, 0, 255
Color2 227, 227, 227
Color3 255, 190, 63
Color4 149, 255, 0
}
CostumePart Back
{
Fx None
Geometry None
Texture1 none
Texture2 none
Color1 0, 87, 255
Color2 76, 197, 255
Color3 0, 87, 255
Color4 76, 197, 255
}
CostumePart WepR
{
Fx None
Geometry None
Texture1 None
Texture2 None
Color1 0, 87, 255
Color2 76, 197, 255
Color3 0, 87, 255
Color4 76, 197, 255
}
CostumePart Neck
{
Geometry None
Texture1 none
Texture2 none
Color1 0, 87, 255
Color2 76, 197, 255
Color3 255, 190, 63
Color4 149, 255, 0
}
CostumePart UarmR
{
Fx None
Geometry None
Texture1 none
Texture2 none
Color1 0, 87, 255
Color2 76, 197, 255
Color3 0, 87, 255
Color4 76, 197, 255
}
CostumePart Collar
{
Fx None
Geometry None
Texture1 none
Texture2 none
Color1 0, 87, 255
Color2 76, 197, 255
Color3 0, 87, 255
Color4 76, 197, 255
}
CostumePart Broach
{
Fx None
Geometry None
Texture1 none
Texture2 none
Color1 0, 87, 255
Color2 76, 197, 255
Color3 0, 87, 255
Color4 76, 197, 255
}
CostumePart Cape
{
Fx None
Geometry None
Texture1 None
Texture2 None
Color1 0, 87, 255
Color2 76, 197, 255
Color3 0, 87, 255
Color4 76, 197, 255
}
CostumePart Aura
{
Fx None
Geometry None
Texture1 None
Texture2 None
Color1 0, 87, 255
Color2 76, 197, 255
Color3 0, 87, 255
Color4 76, 197, 255
}
CostumePart Skirt
{
Fx None
Geometry None
Texture1 none
Texture2 none
Color1 0, 87, 255
Color2 76, 197, 255
Color3 0, 87, 255
Color4 76, 197, 255
}
CostumePart Top
{
Fx None
Geometry None
Texture1 none
Texture2 none
Color1 0, 87, 255
Color2 76, 197, 255
Color3 0, 87, 255
Color4 76, 197, 255
}
CostumePart Sleeves
{
Fx None
Geometry None
Texture1 none
Texture2 none
Color1 0, 87, 255
Color2 76, 197, 255
Color3 0, 87, 255
Color4 76, 197, 255
}
CostumePart Cranium
{
Geometry None
Texture1 none
Texture2 none
Color1 0, 87, 255
Color2 76, 197, 255
Color3 255, 190, 63
Color4 149, 255, 0
}
CostumePart Jaw
{
Fx None
Geometry None
Texture1 none
Texture2 none
Color1 0, 87, 255
Color2 76, 197, 255
Color3 0, 87, 255
Color4 76, 197, 255
}
}
}
NPC "Model_Fusionette_Formal_01"
{
DisplayName "Fusionette Formal"
Class "Fusionette_Formal"
Level 1
Rank 1
XP 35Costume
{
EntTypeFile FEM
CostumeFilePrefix fem
HeadScales 0, 0, 0
BrowScales 0, 0, 0
CheekScales 0, 0, 0
ChinScales 0, 0, 0
CraniumScales 0, 0, 0
JawScales 0, 0, 0
NoseScales 0, 0, 0
SkinColor 255, 195, 155
CostumePart Pants
{
Geometry Tight
Texture1 !SF_HIPS_skin_tights
Texture2 !v_sf_hips_fishnets_02
Color1 0, 0, 0
Color2 76, 197, 255
Color3 0, 87, 255
Color4 76, 197, 255
}
CostumePart Chest
{
Geometry Tight
Texture1 !SF_CHEST_skin_tights
Texture2 !SF_CHEST_Top_2
Color1 0, 0, 0
Color2 76, 197, 255
Color3 255, 190, 63
Color4 149, 255, 0
}
CostumePart Head
{
Fx none
Geometry V_fem_Head.GEO/GEO_Head_V_Asym_Standard
Texture1 !v_sf_face_skin_head_12
Texture2 !V_Face_Small_Mask_1
Color1 0, 0, 0
Color2 76, 197, 255
Color3 255, 190, 63
Color4 149, 255, 0
}
CostumePart Gloves
{
Geometry Wristband
Texture1 !SF_GLOVE_skin_wristband_01a
Texture2 !GLOVE_skin_wristband_01B
Color1 76, 197, 255
Color2 76, 197, 255
Color3 255, 190, 63
Color4 149, 255, 0
}
CostumePart Boots
{
Geometry Hi_Heels
Texture1 !SF_BOOT_skin_hi_heel_01a
Texture2 !v_sf_boots_fishnets_01
Color1 0, 0, 0
Color2 76, 197, 255
Color3 255, 190, 63
Color4 149, 255, 0
}
CostumePart Belt
{
Fx none
Geometry fem_BELT.geo/GEO_BELT_Vee
Texture1 !BELT_test_01a
Texture2 !BELT_test_01B
Color1 76, 197, 255
Color2 76, 197, 255
Color3 255, 190, 63
Color4 149, 255, 0
}
CostumePart Hair
{
Fx none
Geometry fem_HAIR.geo/GEO_HAIR_Pigtail_02
Texture1 !HAIR_Long_01a
Texture2 !HAIR_Long_01B
Color1 76, 197, 255
Color2 255, 255, 255
Color3 255, 190, 63
Color4 149, 255, 0
}
CostumePart Face
{
Fx None
Geometry None
Texture1 none
Texture2 none
Color1 0, 87, 255
Color2 76, 197, 255
Color3 0, 87, 255
Color4 76, 197, 255
}
CostumePart EyeDetail
{
Fx None
Geometry None
Texture1 none
Texture2 none
Color1 0, 87, 255
Color2 76, 197, 255
Color3 255, 190, 63
Color4 149, 255, 0
}
CostumePart ChestDetail
{
Fx None
Geometry None
Texture1 none
Texture2 none
Color1 0, 87, 255
Color2 76, 197, 255
Color3 0, 87, 255
Color4 76, 197, 255
}
CostumePart Shoulders
{
Fx none
Geometry fem_SPADR.geo/GEO_SPADR_Collar_Spike
Texture1 !SPADR_Collar_Spiked_01a
Texture2 !SPADR_Collar_Spiked_01B
Color1 76, 255, 253
Color2 0, 0, 0
Color3 255, 190, 63
Color4 149, 255, 0
}
CostumePart Back
{
Fx None
Geometry None
Texture1 none
Texture2 none
Color1 0, 87, 255
Color2 76, 197, 255
Color3 0, 87, 255
Color4 76, 197, 255
}
CostumePart WepR
{
Fx None
Geometry None
Texture1 None
Texture2 None
Color1 0, 87, 255
Color2 76, 197, 255
Color3 0, 87, 255
Color4 76, 197, 255
}
CostumePart Neck
{
Fx None
Geometry None
Texture1 none
Texture2 none
Color1 0, 87, 255
Color2 76, 197, 255
Color3 255, 190, 63
Color4 149, 255, 0
}
CostumePart UarmR
{
Fx None
Geometry None
Texture1 none
Texture2 none
Color1 0, 87, 255
Color2 76, 197, 255
Color3 0, 87, 255
Color4 76, 197, 255
}
CostumePart Collar
{
Fx none
Geometry Full
Texture1 !Collar_Cape_Top_01
Texture2 none
Color1 0, 0, 0
Color2 0, 0, 0
Color3 0, 87, 255
Color4 76, 197, 255
}
CostumePart Broach
{
Fx None
Geometry None
Texture1 none
Texture2 none
Color1 0, 87, 255
Color2 76, 197, 255
Color3 0, 87, 255
Color4 76, 197, 255
}
CostumePart Cape
{
Fx capes/CapeLongFem.fx
Geometry none
Texture1 Cape_01
Texture2 none
Color1 0, 0, 0
Color2 0, 0, 0
Color3 0, 0, 0
Color4 0, 0, 0
}
CostumePart Aura
{
Fx Auras/Female/StarburstGlow/StarGlowFists.fx
Geometry none
Texture1 none
Texture2 none
Color1 0, 87, 255
Color2 76, 197, 255
Color3 0, 87, 255
Color4 76, 197, 255
}
CostumePart Skirt
{
Geometry Miniskirt_02
Texture1 !Skirt_Plain
Texture2 !Skirt_Plain_02b
Color1 0, 0, 0
Color2 0, 0, 0
Color3 0, 87, 255
Color4 76, 197, 255
}
CostumePart Top
{
Fx None
Geometry None
Texture1 none
Texture2 none
Color1 0, 87, 255
Color2 76, 197, 255
Color3 0, 87, 255
Color4 76, 197, 255
}
CostumePart Sleeves
{
Fx None
Geometry None
Texture1 none
Texture2 none
Color1 0, 87, 255
Color2 76, 197, 255
Color3 0, 87, 255
Color4 76, 197, 255
}
CostumePart Cranium
{
Fx None
Geometry None
Texture1 none
Texture2 none
Color1 0, 87, 255
Color2 76, 197, 255
Color3 255, 190, 63
Color4 149, 255, 0
}
CostumePart Jaw
{
Fx None
Geometry None
Texture1 none
Texture2 none
Color1 0, 87, 255
Color2 76, 197, 255
Color3 0, 87, 255
Color4 76, 197, 255
}
}
}NPC "Model_Fusionette_Vanguard_01"
{
DisplayName "Fusionette Vanguard"
Class "Fusionette_Vanguard"
Level 1
Rank 1
XP 35Costume
{
EntTypeFile FEM
CostumeFilePrefix fem
HeadScales 0, 0, 0
BrowScales 0, 0, 0
CheekScales 0, 0, 0
ChinScales 0, 0, 0
CraniumScales 0, 0, 0
JawScales 0, 0, 0
NoseScales 0, 0, 0
SkinColor 255, 195, 155
CostumePart Pants
{
Fx none
Geometry fem_PANTS.geo/GEO_HIPS_shorts
Texture1 !SF_HIPS_skin_tights
Texture2 !SF_HIPS_Holes
Color1 0, 87, 255
Color2 76, 197, 255
Color3 0, 87, 255
Color4 76, 197, 255
}
CostumePart Chest
{
Fx none
Geometry fem_SHIRT.geo/GEO_CHEST_Tight
Texture1 !SF_CHEST_skin_tights
Texture2 !SF_CHEST_Top_6
Color1 0, 87, 255
Color2 76, 197, 255
Color3 255, 190, 63
Color4 149, 255, 0
}
CostumePart Head
{
Fx none
Geometry V_fem_Head.GEO/GEO_Head_V_Asym_Standard
Texture1 !v_sf_face_skin_head_12
Texture2 !V_Face_Small_Mask_1
Color1 0, 87, 255
Color2 76, 197, 255
Color3 255, 190, 63
Color4 149, 255, 0
}
CostumePart Gloves
{
Fx none
Geometry V_FEM_GLOVE.GEO/GEO_Larm*_Vangaurd_02
Texture1 !X_Vanguard_Glove
Texture2 none
Color1 0, 87, 255
Color2 255, 255, 255
Color3 255, 190, 63
Color4 149, 255, 0
}
CostumePart Boots
{
Fx none
Geometry V_FEM_BOOT.GEO/GEO_Lleg*_Vangaurd_Boot_01
Texture1 !X_Vanguard_Boot
Texture2 none
Color1 0, 87, 255
Color2 255, 255, 255
Color3 255, 190, 63
Color4 149, 255, 0
}
CostumePart Belt
{
Fx none
Geometry V_FEM_BELT.GEO/GEO_Belt_Vangaurd_02
Texture1 !X_Vanguard_Belt
Texture2 none
Color1 76, 197, 255
Color2 255, 255, 255
Color3 255, 190, 63
Color4 149, 255, 0
}
CostumePart Hair
{
Fx none
Geometry fem_HAIR.geo/GEO_HAIR_Pigtail_02
Texture1 !HAIR_Long_01a
Texture2 !HAIR_Long_01B
Color1 76, 197, 255
Color2 255, 255, 255
Color3 255, 190, 63
Color4 149, 255, 0
}
CostumePart Face
{
Fx None
Geometry None
Texture1 none
Texture2 none
Color1 0, 87, 255
Color2 76, 197, 255
Color3 0, 87, 255
Color4 76, 197, 255
}
CostumePart EyeDetail
{
Fx None
Geometry None
Texture1 none
Texture2 none
Color1 0, 87, 255
Color2 76, 197, 255
Color3 255, 190, 63
Color4 149, 255, 0
}
CostumePart ChestDetail
{
Fx None
Geometry None
Texture1 none
Texture2 none
Color1 0, 87, 255
Color2 76, 197, 255
Color3 0, 87, 255
Color4 76, 197, 255
}
CostumePart Shoulders
{
Fx none
Geometry fem_SPADR.geo/GEO_SPADR_Collar_Spike
Texture1 !SPADR_Collar_Spiked_01a
Texture2 !SPADR_Collar_Spiked_01B
Color1 0, 0, 255
Color2 227, 227, 227
Color3 255, 190, 63
Color4 149, 255, 0
}
CostumePart Back
{
Fx None
Geometry None
Texture1 none
Texture2 none
Color1 0, 87, 255
Color2 76, 197, 255
Color3 0, 87, 255
Color4 76, 197, 255
}
CostumePart WepR
{
Fx None
Geometry None
Texture1 None
Texture2 None
Color1 0, 87, 255
Color2 76, 197, 255
Color3 0, 87, 255
Color4 76, 197, 255
}
CostumePart Neck
{
Fx None
Geometry None
Texture1 none
Texture2 none
Color1 0, 87, 255
Color2 76, 197, 255
Color3 255, 190, 63
Color4 149, 255, 0
}
CostumePart UarmR
{
Fx None
Geometry None
Texture1 none
Texture2 none
Color1 0, 87, 255
Color2 76, 197, 255
Color3 0, 87, 255
Color4 76, 197, 255
}
CostumePart Collar
{
Fx none
Geometry Full
Texture1 !Collar_Cape_Top_01
Texture2 none
Color1 0, 87, 255
Color2 76, 197, 255
Color3 0, 87, 255
Color4 76, 197, 255
}
CostumePart Broach
{
Fx None
Geometry None
Texture1 none
Texture2 none
Color1 0, 87, 255
Color2 76, 197, 255
Color3 0, 87, 255
Color4 76, 197, 255
}
CostumePart Cape
{
Fx capes/CapeLongFem.fx
Geometry none
Texture1 Cape_01
Texture2 none
Color1 0, 87, 255
Color2 76, 197, 255
Color3 0, 87, 255
Color4 76, 197, 255
}
CostumePart Aura
{
Fx Auras/Female/StarburstGlow/StarGlowFists.fx
Geometry none
Texture1 none
Texture2 none
Color1 0, 87, 255
Color2 76, 197, 255
Color3 0, 87, 255
Color4 76, 197, 255
}
CostumePart Skirt
{
Fx None
Geometry None
Texture1 none
Texture2 none
Color1 0, 87, 255
Color2 76, 197, 255
Color3 0, 87, 255
Color4 76, 197, 255
}
CostumePart Top
{
Fx None
Geometry None
Texture1 none
Texture2 none
Color1 0, 87, 255
Color2 76, 197, 255
Color3 0, 87, 255
Color4 76, 197, 255
}
CostumePart Sleeves
{
Fx None
Geometry None
Texture1 none
Texture2 none
Color1 0, 87, 255
Color2 76, 197, 255
Color3 0, 87, 255
Color4 76, 197, 255
}
CostumePart Cranium
{
Fx None
Geometry None
Texture1 none
Texture2 none
Color1 0, 87, 255
Color2 76, 197, 255
Color3 255, 190, 63
Color4 149, 255, 0
}
CostumePart Jaw
{
Fx None
Geometry None
Texture1 none
Texture2 none
Color1 0, 87, 255
Color2 76, 197, 255
Color3 0, 87, 255
Color4 76, 197, 255
}
}
} -
1 hour ago, Jawbreaker said:
Is there a list of commands you can enter here and what they do
This page on the wiki should get you where you are going:
https://homecoming.wiki/wiki/List_of_Command_Line_Parameters
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2 hours ago, kelika2 said:
what do i use for multiple parameters?
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).
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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.
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28 minutes ago, BlackSpectre said:
so the data may be a little sketchy now
Unfortunately that data is a lot sketchy now. Whenever I do a full zone map overhaul for vidiotmaps, I do a reasonable number of full zone surveys using demorecord and parse the results to get a statistical breakdown of what mobs are where and at what level, so that I can update the critter notation on the map. I've only done a full overhaul on 10 zones so far, but Kings Row is one of them. Here is what I found for The Lost:
Freedom Plaza: 5-7
Industrial Avenue: 7-9
Aqueduct: 9-11
High Park: 12-15The current in-game KR vidiotmap will reflect this as well.
I'll also note that for the 10 zones I have done so far, most if not all have had significant changes to their critter notation, so I would definitely reference that historic vidiotmap critter data with caution.
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Headless Bat Man
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Head here:
https://forums.homecomingservers.com/topic/3155-silencingmodifying-specific-game-sounds/
Scroll to the bottom of the first post, where you will see a download link for a zipped 'Rosetta Stone' file. Within that archive you'll find a spreadsheet that contains the directory structure and locations for all (or most of) the sound files in the game. I say most because any new sounds added in the last few years likely won't be in there, as this hasn't been updated in a while. This was compiled a while back by the forum poster formerly known as The Philotic Knight.
I think this same (or very similar) info is available at the wiki link below, but be warned this page may take a while to load:
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35 minutes ago, fxds said:
Just noticed an error in the Homecoming database. Hope this is the right place to report it.
Good catch, and yes this is the best place to report errors. I've submitted a pull request with the fix, and the database will be updated once that request is approved. It might take a few days for that to happen. Thanks for catching and reporting this!
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The lower level limit of Sting of the Manticore is 35, meaning it can't be slotted below 32. The enhancement being attuned doesn't remove that restriction.
Protester Badge
in Bug Reports
Posted
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.