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Posts posted by AboveTheChemist
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Not sure if it will help, but the HC wiki settitle listing page at this link contains all currently known badge titles if you want to browse or search for specific terms.
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I have noted with keen interest that several browser-based alternatives have popped up in development over the years. Each and every one seems to have fizzled out, unfortunately.
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1 hour ago, Emnasut said:
I guess no one has got any idea?
I'd wager that it's in the assets/live pigg files somewhere (and I'd start looking in texture_library/GUI/HUD/Tray), but from the top posts it sounds like you already checked there. Other than scouring the texture_library/GUI assets, I can't think of any other place to recommend looking.
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Here is a list of zones with winter gifts, if anyone wants to check that they also have time capsules:
SpoilerHero
Atlas Park
Brickstown
Faultline
Founders' Falls
Independence Port
Kings Row
Peregrine Island
Skyway City
Steel Canyon
Talos Island
Co-opKallisti Wharf
Villain
Cap au Diable
Grandville
Mercy Island
Nerva Archipelago
Port Oakes
St. Martial
Sharkhead IslePraetoria
First Ward
Imperial City
Neutropolis
Nova PraetoriaPVP
Bloody Bay
Siren's Call
WarburgIt'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!
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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.
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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.
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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?
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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.
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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.
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Back during open beta for i27p7 I checked Going Rouge and it counted as one of the ten, and I just checked Rail Rider and River Rat and they both count. Was your character an older character that had collected Patriot sometime before the Passport requirements changed?
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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.
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For those trying to match and/or coordinate colors with costume scheme, a while back I created a costume color scheme page on the HC Wiki at this link that has the hex and RGB representations of all the colors available in the costume editor. It's in the collapsed table under the heading Available Colors, and you can reveal the hex/RGB codes by clicking and dragging over each cell to highlight the 'hidden' text. I got the
hexRGB codes directly from costume save files so they should be accurate.- 2
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Experienced Marksman is a PvP recipe. I popped on Brainstorm and checked all the PvP recipes and none of them appear to be vendorable.
EDIT: What Rudra said, basically.
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Tracking down sound files can be a bit tricky, but the forum user formerly known as The Philotic Knight produced a spreadsheet called the Rosetta Stone that had all the sound file information available at the time. You can find a copy of the spreadsheet at the bottom of the post at this link. Additionally, Michiyo translated most if not all of that file onto the wiki at the Modding/Sounds/Powers page at this link, but be warned that there is a LOT of info there and the page may take a while to load.
Making piggs is pretty easy, just use Michiyo's City Mod Installer. It has a tool for packaging one's own piggs, and whether you want to share them or not with the community is up to you. You can make a pigg with just the sounds you want to modify, which is what I would recommend, and then place it in the assets/mods folders as City Mod Installer instructs. I would NOT try to replace a file within and repackage one of the standard game piggs, because if you put that back in the game assets folder it'll just get overwritten when/if the game updates or verifies files.
Finally, I recommend Piglet for viewing piggs and extracting the files you want from them. Michiyo provides a compiled copy of Piglet at this link.
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49 minutes ago, Bacon Wrangler said:
I crafted some orange IOs, but when I try to convert them out of set, the conversion window only lets me choose Uncommon rarity.
Recipes have a rarity that is tied to their drop rate which may or may not match the enhancement set rarity when it comes to uncommon and rare set IOs. When converting enhancements, it's the enhancement set rarity that is important. The HC Wiki page for enhancement sets at this link is a good resource to determine set rarity.
For example, Kinetic Crash is an uncommon knockback enhancement set and the enhancements in that set are treated as uncommon for conversion purposes. The Kinetic Crash: Knockback/Damage/Accuracy recipe (and the enhancement it makes) is considered a rare (orange) recipe, but it will convert as an uncommon because of the set to which it belongs.
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I tinkered for a while yesterday, mostly just running around looking for doors and blasting away with the QA AoE attack. I was in a council cave map (don't recall the color, although I think it was either blue or purple) and found the jail area where I was mobbed by volatile aethers. They would seem to attack 2-3 at a time, and there seemed to be some in each jail cell. In the span of about 7 minutes I killed 35 of them:
Spoiler2024-03-26 23:40:03 You have defeated Volatile Aether
2024-03-26 23:40:03 You have defeated Volatile Aether
2024-03-26 23:40:03 You have defeated Volatile Aether
2024-03-26 23:40:07 You have defeated Volatile Aether
2024-03-26 23:40:09 You have defeated Volatile Aether
2024-03-26 23:40:20 You have defeated Volatile Aether
2024-03-26 23:40:26 You have defeated Volatile Aether
2024-03-26 23:41:10 You have defeated Volatile Aether
2024-03-26 23:41:10 You have defeated Volatile Aether
2024-03-26 23:41:12 You have defeated Volatile Aether
2024-03-26 23:41:14 You have defeated Volatile Aether
2024-03-26 23:41:16 You have defeated Volatile Aether
2024-03-26 23:41:48 You have defeated Volatile Aether
2024-03-26 23:41:48 You have defeated Volatile Aether
2024-03-26 23:42:18 You have defeated Volatile Aether
2024-03-26 23:42:18 You have defeated Volatile Aether
2024-03-26 23:42:18 You have defeated Volatile Aether
2024-03-26 23:42:31 You have defeated Volatile Aether
2024-03-26 23:42:41 You have defeated Volatile Aether
2024-03-26 23:42:50 You have defeated Volatile Aether
2024-03-26 23:43:01 You have defeated Volatile Aether
2024-03-26 23:43:13 You have defeated Volatile Aether
2024-03-26 23:43:24 You have defeated Volatile Aether
2024-03-26 23:44:02 You have defeated Volatile Aether
2024-03-26 23:44:07 You have defeated Volatile Aether
2024-03-26 23:44:24 You have defeated Volatile Aether
2024-03-26 23:44:24 You have defeated Volatile Aether
2024-03-26 23:44:24 You have defeated Volatile Aether
2024-03-26 23:44:24 You have defeated Volatile Aether
2024-03-26 23:44:49 You have defeated Volatile Aether
2024-03-26 23:45:08 You have defeated Volatile Aether
2024-03-26 23:45:08 You have defeated Volatile Aether
2024-03-26 23:45:15 You have defeated Volatile Aether
2024-03-26 23:47:13 You have defeated Volatile Aether
2024-03-26 23:47:29 You have defeated Volatile AetherI assume this might be beacon-related, so it might have been fixed in today's patch, but I just thought I would mention it. I saw a few others scattered around that map as I made my way out (and those might be the ones at the tail end of the list I posted in the spoiler section) but I didn't see any others on any other map.
I also /badge_granted the three new badges and checked the icons at low world texture detail, and they look fine. I mention that simply because it's occasionally an issue with new badge textures.
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I recently built a small form factor computer and wanted to share my experience. I hadn't originally planned to put any games on it, but I play several older games and when I saw how light the CPU/GPU usage was for these games on my main gaming computer (the one that is the focus of my previous post above), I decided to migrate them to the SFF build. This includes stuff like Project 1999, Icewind Dale, Forgotten Hope 2, and I decided to try out City of Heroes on there as well.
This SFF computer has a Ryzen 5 5600G with 16 GB of DDR4-3200 RAM (4 GB of which I allocated to the iGPU), and no discrete GPU. I'm using the same monitor as above (1080p, 144 Hz), but the motherboard is limited to 120 Hz output so 120 FPS is the best I could hope for. Note that the numbers below are just general observations, and not the result of rigorous testing/data collection. I mostly wanted to get a general feel for how this hardware would do with City of Heroes.
I initially tried the same settings I mentioned above, which are approaching Ultra settings, and it performed at the lower end of playability. I checked Atlas Park, Perez Park, Imperial City, and a few random Paragon City zones. These zones were around 20-30 FPS, which isn't great, but playable.
I dialed some of the settings back, and saw significant improvement. I set FSAA to zero, lowered the water effects and shadow quality to low (but not off), and set visscale and lodbias to 2. I consistently saw FPS generally in the 75-85 range, up to 100ish FPS in some zones.
I then turned shadows, water effects, environmental reflections, ambient occlusion, and anisotropic filtering to off/zero, and consistently saw FPS in the 90-120 range, with Atlas Park and Praetoria being at the lower end of that range, and all other zones at the higher end.
In keeping with the spirit of the thread, I tried to strike a balance of settings to try to get to around 60 FPS, and here's what I came up with:
This gave me performance in the 55-65+ FPS range, except in Perez Park where it was about 10 FPS lower.
I don't intend to use this computer for normal CoH play, but I fully intend to keep CoH on there and use it when I am testing or just gathering data (which I do quite often). Overall I was really pleased with what the R5 5600G was able to do. For someone who just wants to play CoH in 1080p on a small budget and is willing to dial the settings back a little, it might be worth consideration. My particular build was a little more expensive since I went with a super small ITX form factor build, but tinkering around on PC PartPicker I could put together a decent mATX/ATX parts list (except monitor) for $350-$400.
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The quickest way to farm on Brainstorm is to open the freebies menu and grant yourself all the inf (and enhancements, if you need those) you could ever possibly need. Or 2 billion inf, whichever is higher.
Click the little button at the end of the chat bar to get to it, or bind/macro the following:
/bind <key> popmenu freebiesmenu /macro <name> popmenu freebiesmenu
I am honestly not sure if there are farm maps on Brainstorm, though. I am not sure I've been in AE there, as I've seldom even been in it on the live shards.
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Does he spawn the smaller underlings (Rubble?) when he dies? If so, someone may have left some of them up somewhere. You might check his spawn points for any little guys.
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Another option would be to install the mods you want before playing a certain character, and then uninstall them once you are done with that character. You'd have to log completely out in between character swaps to do the install/uninstall, but you'd have to do that anyway if using a second separate CoH install. Install/uninstall would be easy if using City Mod Installer, but manual install/uninstall might also be feasible depending on how many sounds you wanted to mod. This method would save on storage space as well (CoH takes about 6 GB or so), if that is a concern.
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11 hours ago, Ukase said:
The attached file in my post above is dated
Along those lines, I'd recommend editing that post and removing that outdated file. I'd certainly appreciate you doing so.
The latest version of that menu is available here: https://forums.homecomingservers.com/topic/24454-atcs-badge-list-popmenu/
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Here's the build I mentioned, and please keep the caveats I mentioned about it earlier in mind. It's more focused on the character concept than on any optimization, and isn't overly expensive aside from the one ATO set.
SpoilerPrimary Power Set: Gravity Control
Secondary Power Set: Radiation Emission
Power Pool: Flight
Power Pool: Speed
Power Pool: Concealment
Power Pool: Leaping
Ancillary Pool: Psionic MasteryHero Profile:
------------
Level 1: Lift
(A) Thunderstrike - Accuracy/Damage
(3) Thunderstrike - Accuracy/Damage/Recharge
(3) Thunderstrike - Accuracy/Damage/Endurance
(5) Thunderstrike - Damage/Endurance/Recharge
(5) Entropic Chaos - Damage/Endurance/Recharge
(7) Entropic Chaos - Chance of Heal Self
Level 1: Radiant Aura
(A) Doctored Wounds - Heal
(7) Doctored Wounds - Heal/Endurance
(9) Doctored Wounds - Endurance/Recharge
(9) Doctored Wounds - Heal/Recharge
(11) Doctored Wounds - Heal/Endurance/Recharge
Level 2: Gravity Distortion
(A) Superior Will of the Controller - Accuracy/Confused/Hold/Immobilize/Sleep/Stun/Terrorized
(11) Superior Will of the Controller - Confused/Hold/Immobilize/Sleep/Stun/Terrorized/Recharge
(13) Superior Will of the Controller - Endurance/Recharge
(13) Superior Will of the Controller - Accuracy/Confused/Hold/Immobilize/Sleep/Stun/Terrorized/Endurance
(15) Superior Will of the Controller - Accuracy/Confused/Hold/Immobilize/Sleep/Stun/Terrorized/Endurance/Recharge
(15) Superior Will of the Controller - Recharge/Chance for Psionic Damage
Level 4: Fly
(A) Flight Speed IO
Level 6: Hasten
(A) Recharge Reduction IO
(19) Recharge Reduction IO
Level 8: Accelerate Metabolism
(A) Efficacy Adaptor - EndMod
(21) Efficacy Adaptor - EndMod/Recharge
(21) Efficacy Adaptor - EndMod/Accuracy/Recharge
(23) Efficacy Adaptor - Accuracy/Recharge
(23) Efficacy Adaptor - EndMod/Accuracy
(25) Efficacy Adaptor - EndMod/Endurance
Level 10: Radiation Infection
(A) Dark Watcher's Despair - To Hit Debuff
(25) Dark Watcher's Despair - To Hit Debuff/Recharge
(27) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
(27) Dark Watcher's Despair - To Hit Debuff/Endurance
(29) Achilles' Heel - Defense Debuff
(29) Achilles' Heel - Chance for Res Debuff
Level 12: Crushing Field
(A) Positron's Blast - Accuracy/Damage
(31) Positron's Blast - Damage/Endurance
(31) Positron's Blast - Damage/Recharge
(31) Positron's Blast - Accuracy/Damage/Endurance
(33) Positron's Blast - Chance of Damage(Energy)
(33) Enfeebled Operation - Accuracy/Recharge
Level 14: Grant Invisibility
(A) Luck of the Gambler - Recharge Speed
Level 16: Invisibility
(A) Luck of the Gambler - Recharge Speed
Level 18: Gravity Distortion Field
(A) Basilisk's Gaze - Accuracy/Hold
(33) Basilisk's Gaze - Accuracy/Recharge
(34) Basilisk's Gaze - Recharge/Hold
(34) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
(34) Lockdown - Endurance/Recharge/Hold
(36) Lockdown - Accuracy/Endurance/Recharge/Hold
Level 20: Lingering Radiation
(A) Pacing of the Turtle - Accuracy/Slow
(36) Pacing of the Turtle - Accuracy/Endurance
(36) Pacing of the Turtle - Range/Slow
(37) Pacing of the Turtle - Endurance/Recharge/Slow
(37) Pacing of the Turtle - Chance of -Recharge
Level 22: Combat Jumping
(A) Jumping IO
(37) Kismet - Accuracy +6%
(39) Luck of the Gambler - Defense
(39) Luck of the Gambler - Defense/Endurance
(39) Luck of the Gambler - Defense/Endurance/Recharge
(40) Luck of the Gambler - Recharge Speed
Level 24: Enervating Field
(A) Endurance Reduction IO
Level 26: Wormhole
(A) Endurance Reduction IO
Level 28: Choking Cloud
(A) Basilisk's Gaze - Accuracy/Hold
(40) Basilisk's Gaze - Accuracy/Recharge
(40) Basilisk's Gaze - Recharge/Hold
(42) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
(42) Basilisk's Gaze - Endurance/Recharge/Hold
Level 30: Mutation
(A) Endurance Reduction IO
Level 32: Singularity
(A) Call to Arms - Accuracy/Recharge
(42) Call to Arms - Accuracy/Damage
(43) Call to Arms - Damage/Endurance
(43) Call to Arms - Accuracy/Damage/Recharge
(43) Call to Arms - Endurance/Damage/Recharge
Level 35: Indomitable Will
(A) Luck of the Gambler - Recharge Speed
Level 38: EM Pulse
(A) Basilisk's Gaze - Accuracy/Hold
(45) Basilisk's Gaze - Accuracy/Recharge
(45) Basilisk's Gaze - Recharge/Hold
(45) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
(46) Basilisk's Gaze - Endurance/Recharge/Hold
(46) Endurance Reduction IO
Level 41: Mind Over Body
(A) Steadfast Protection - Resistance/Endurance
(46) Steadfast Protection - Resistance/+Def 3%
(48) Gladiator's Armor - TP Protection +3% Def (All)
Level 44: Psionic Tornado
(A) Positron's Blast - Accuracy/Damage
(48) Positron's Blast - Damage/Endurance
(48) Positron's Blast - Damage/Recharge
(50) Positron's Blast - Accuracy/Damage/Endurance
(50) Positron's Blast - Chance of Damage(Energy)
(50) Force Feedback - Chance for +Recharge
Level 47: Fallout
(A) Endurance Reduction IO
Level 49: Crush
(A) Damage Increase IO
Level 1: Brawl
(A) Damage Increase IO
Level 1: Sprint
(A) Celerity - +Stealth
Level 2: Swift
(A) Run Speed IO
Level 2: Health
(A) Panacea - +Hit Points/Endurance
(17) Numina's Convalesence - +Regeneration/+Recovery
Level 2: Hurdle
(A) Jumping IO
Level 2: Stamina
(A) Performance Shifter - Chance for +End
(17) Performance Shifter - EndMod
(19) Endurance Modification IO -
3 hours ago, Dacy said:
There have actually been 3 articles on bases
I got a big kick out of the fact that the base of mine that you overhauled so beautifully for the demo class showed up in one of the articles.
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Long Range Teleporter
in General Discussion
Posted
This is partially correct. From the i27p4 patch notes: