Jump to content

AboveTheChemist

Members
  • Posts

    1821
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by AboveTheChemist

  1. I had not heard of this restriction before, but after a little digging on the wiki it looks like the 60-day inactivity restriction was removed in Issue 14. (source: https://homecoming.wiki/wiki/Issue_14#Other_Changes, second bullet down). The current Auction House wiki page (https://homecoming.wiki/wiki/Auction_House) does not mention the 60-day inactivity window, and simply states "Inventories, bids and items for sale remain in the Auction House indefinitely until claimed or acted on, even if the account is inactive for a long time." I have not interacted with the Wentworth Representative in-game to my knowledge, but I'll have a chat with her next time I am on and will amend the wiki if her dialogue is different from what is shown on the Wentworth's wiki page (and will bug report it if she still mentions the 60-day inactivity window).
  2. The market fee is determined by the final sale price, not the listing price. Assuming an item sells, the market fee is collected in two steps. The first is the listing fee, which is 5% of the listing price and non-refundable. The second is the transaction fee, which is 10% of the final sale price minus whatever was paid as the listing fee, and is only collected if the item sells. Listing items at low amounts of inf does save on listing fees, but the difference is made up at the back end when/if the items sells. Assume an item sells for 1 million inf. The total market fee for that item is 100,000 inf (10% of 1,000,000 inf) regardless of the list price. If that item is listed for 100 inf, the listing fee is 5 inf (5% of 100) and the transaction fee is 99,995 inf (100,000 inf - 5 inf), for a total fee of 100,000 inf. If that item is listed for 100,000 inf, the listing fee is 5,000 inf (5% of 100,000) and the transaction fee is 95,000 inf (100,000 inf - 5,000 inf), for a total fee of 100,000 inf. Listing at lower fees can be advantageous (and sometimes downright necessary) if one doesn't have the inf on hand to pay a higher listing fee, otherwise there is no benefit in terms of market fees of listing at a lower price assuming all one's items sell. If the items don't sell, that's a slightly different story due to the non-refundability of the listing fee, but I won't pursue that tangent here.
  3. Falling through map geometry has nothing to do with vidiotmaps. There is an issue with the minimap for the Founders safeguard mission that dates back to the live days, but that's not something that I can fix. It has to be fixed in the code itself, which is beyond my control. That particular issue appears regardless if one is using vidiotmaps. I think there is a similar issue with the Atlas safeguard map. Some old links for further reading (and there may have been others generated since these were): https://forums.homecomingservers.com/topic/6210-safeguard-mission-maps-out-of-kilter https://forums.homecomingservers.com/topic/11484-safeguardmayhem-map-issues https://forums.homecomingservers.com/topic/19115-ff-safeguard-exploration-badge
  4. As little work as possible, ideally! In all seriousness, I have no idea how much work it would entail on the art end. On my end, I already have a system set up for updating vidiotmaps. I imagine I could probably adapt that system for billboards fairly easily, or pass that along to someone who would take over the Image > Texture > Mod Process (which would be my preference, I have enough mods to keep me busy as is). Then it would be a matter of adding the new billboard images to the collection, running a few scripts/batch files to process those images into game textures, then uploading that as a mod to the City Mod Installer (CoH Modder is dead). I don't think that would be too obnoxious a process as long as the rotations weren't too frequent, maybe twice or at most 4 times a year, and City Mod Installer should work fine for that. It partly depends on the content of the new billboards. I think a bunch of supergroup and costume contest ads are far less interesting than ads that are original and totally fictitious (like the Clanket ad), and I think the latter would drum up more interest. The more demand there is for the mod, the more motivation the modders have to produce the supply, in my opinion at least.
  5. I am not a fan of speed running, or any kind of speeding through content, and won't voluntarily join any groups that advertise as such. I don't have any issue with folks that do like that pace, but I find much more enjoyment of the game at a slower pace.
  6. Paraphrasing from a recent Discord discussion, Michiyo confirmed that https://hcwiki.cityofheroes.dev/ is a dead link. It had been redirecting to the new wiki URL (https://homecoming.wiki/wiki/) for a couple of years now but Michiyo had to nuke the old URL so it no longer redirects. Update your wiki bookmark to https://homecoming.wiki/wiki/ and it should work fine.
  7. I can confirm that folder names containing ampersands will cause the binds to fail. I tried the above files in a folder called 'test&test', and the binds failed to load. I changed the folder name to 'test_test' (and edited the bind files accordingly) and the binds loaded and rotated through the jokes as expected. I then repeated the test and saw the same results. I doubt there were any issues with your file path length, but I did not test that aspect.
  8. In this particular case I don't think it is needed, but there may be rotating bind setups that could use that functionality. BjorJlen, you might also try using a forward slash ( / ) as the folder separator in your file paths. According to the wiki, some operating systems are sensitive to this. I use Windows and forward slashes and it works fine, but I think other Windows users use backward slashes with success as well, so Windows may not care. If you are on Mac or Linux, then the forward slash might be necessary.
  9. The 'silent' part of the command executes the bind load without reporting confirmation/errors to the chat window. It reduces chat window clutter once you have the binds working as you want them. Along those lines, I'd get the binds working like you want them first, then add the 'silent'. The binds do not need to go in individual folders. Grouping them with regard to the nature of the jokes, as you have done, is a reasonable approach. I haven't tried the binds myself but comparing the edited ones that Luminara posted to some of my own rotating binds, I don't see any obvious issues. If you could post a screenshot of what you see in the chat window (preferably cropped to show just the chat window) when you try to execute the binds, that might help diagnose the problems you are seeing.
  10. The primary constraints are image size (width and height) and image format. These would theoretically be 1-for-1 replacements for existing billboards. So, the artist would need to decide which in-game billboard they wanted to replace, and then create an image with the exact same dimensions. For vidiotmaps, I use BMP files that are then converted to textures, uncompressed. Game world textures can probably use any of the main image types (BMP, PNG, JPG, maybe others) which will then be converted to a compressed texture. I don't know for sure if the base texture has to be of a specific image type, but if it gets that far I can find out. Offhand I'd say stick with BMP or PNG to be safe.
  11. I have a few dumb ones that lived briefly as placeholders before I deleted them: M'Lady Bug - Didn't come up with a power set combo, but he was a huge body in a fedora and a duster (or as close as I could get to a duster) with a red and black polka-dotted carapace underneath Spicy Beatmaul - He was going to be some kind of fire melee Wreckolith - Some kind of stone melee (folks with some geology knowledge might get this one) Tiffany's Breakfast - She was going to be a vomit-themed with Poison as a powerset. This was the dumbest idea of the bunch
  12. As I noted in a previous billboards thread, 1-for-1 replacement of in-game billboard textures with custom billboards should be feasible, and my offer to provide the technical knowledge to make a mod like this happen still stands, if someone can supply the art.
  13. Unless I am mistaken, that Google doc has not been updated for HC and is missing many icons. The HC wiki page that Col. Kernel linked in the post immediately above this one is actively maintained (by me) and has all icons available on HC. I typically update it within a week or so of each page release. Fair warning, though, that the wiki page linked above may take a while to load! I am not a fan of macros, personally, and use them exceedingly sparingly. Most of the limited number of macros I use are actually on Beta server testing characters. I have a ton of keybinds, though, and use them extensively. I generally keep both hands on my keyboard, especially when I am fighting critters, so I make ample use of keybinds. I won't mention any specifically, as I could write pages and pages on the different binds I use.
  14. Judging by your screenshot, you are using a custom quickchat menu. Look in: <CoH Root Folder>\data\texts\English\menus and if you see quickchat.mnu in there, either move or delete it and the default quickchat should reappear in-game after a restart of the client.
  15. If you installed the winter gift maps via the City Mod Installer, then open City Mod Installer, click Winter Event Gift maps in the installed mod list, and click Uninstall. If you installed the winter maps manually by copying maps_winter.pigg into: <CoH Root Folder>\assets\mods Then simply open that folder and delete maps_winter.pigg from that location. If you installed the winter maps prior to mid-October 2022, then please refer to the Removing/Deleting Old Installations section of the top post for removal instructions. If this is the case, you'll probably need to re-install vidiotmaps. Instructions for that can be found in the top post of the vidiotmaps thread. I strongly suggest using City Mod Installer to re-install, and you'll probably need to also follow the Removing/Deleting Old Installations section of the top post of the vidiotmaps thread to fully remove the old version of vidiotmaps.
  16. If I remember correctly from a thread about a year or so ago, it should be possible to replace billboard textures in a similar manner to how map textures are replaced in vidiotmaps. Here's the thread if anyone is interested (it starts at the linked post, and extends 6-7 posts from there to the top of page 2): https://forums.homecomingservers.com/topic/11322-how-do-you-create-texture-mods/?do=findComment&comment=436364 It should theoretically be possible to replace any specific billboard texture with a new texture of the user's choosing. So, for instance, replace all the Cap'n Kraken billboards with a billboard for a different (fake) restaurant. I think the movie posters could be replaced in a similar manner. These replacement textures could theoretically be bundled into a mod and installed via the City Mod Installer. They would only be visible by users of the mod, but that would allow folks to essentially opt-in for new billboard/movie poster textures. There may be some unforeseen hurdles, as game world textures are not my primary area, but if anyone reads this and would be interested in collaborating on a mod that would accomplish this, I am willing to offer my expertise (mainly on the technical side) in making it happen. It might even be possible to rotate these regularly, so that the billboards/movie posters could change 3-4 times a year potentially.
  17. I took a quick peek to see if I noticed anything obvious, but I did not. Granted, the little I learned about templates has mostly evaporated from my brain, so my review skills are of limited use. I did try an experiment in preview mode. I copied {{launchparam|vis_scale}} and pasted it near the top of the doc. In preview mode, it not only worked up top, but it made the two broken vis_scale calls at the bottom work as well. When I deleted the one at the top and refreshed the preview, the two vis_scale calls at the bottom were broken again. I also saw a message in the editing box at the top I had never seen before: Warning: This page contains too many expensive parser function calls. It should have less than 100 calls, there are now 105 calls. This appeared after I copied the template call to the top and previewed that change. When I deleted it and refreshed the preview again, it reported 106 calls. No idea what that means, but it seemed worth reporting. Off the top of my head, I'd say Michiyo, Kai Moon, or Aberrant know or could find the issue, so if you don't hear back from one of them (or someone else that knows), then you might reach out to them.
  18. The set bonuses of winter and ATOs work at any level and are immune to exemplaring, as determined by some testing on Brainstorm a few months ago.
  19. Just to pass along my experience, I was able to access the wiki around 8:15 Eastern this morning without issue (I think I used my local bookmark which is https://homecoming.wiki/wiki/Main_Page). I tried to access it again about 15 minutes later from within Badger using the old URL format (e.g. https://hcwiki.cityofheroes.dev/wiki/Skull_Buster_Badge) and could not access it. I tried off and on for several hours trying both those URLs without any luck. I just tried again for the first time in several hours and can now get to the wiki from both URLs just fine. I do use Pi-Hole with Unbound, so that might have slowed the DNS update on my end for the site.
  20. Correct based on my testing and on previous bug reports I have seen, as noted below: Bug report 1 Bug report 2 Bug report 3 Bug report 4 (which has some nice testing data)
  21. That's how collect badges/plaques as well and I made a couple of mods that help with that specific approach. One is a set of in-game maps (similar to and based on vidiotmaps) and the second is a popmenu. Both allow you to follow the shortest path around the zone to collect all the badges/plaques.
  22. I've been fiddling with my settings a bit recently and may as well share what I've settled on. My GPU is a Radeon RX 6700 (non-XT). I play at 1080p on a 144hz monitor. I applied some GPU overclock/undervolt settings but found that for CoH, I had to bump the recommended voltage to 1080mV in order for it to be stable. It's been solid on that voltage, though. Here are the in-game settings I use: In addition to the above, I manually set the World Detail (via the visscale command) to 400%, and the Character Detail (via the lodbias command) to 1000% using the following commands: /visscale 4 /lodbias 10 In my case I actually set these in the HC Launcher launch parameters so that the settings are applied at launch and remain (more or less) persistent during my gaming sessions. I'll freely admit that my understanding of these settings isn't great and they might not be truly optimal. There may be some tweaks I could make yet that would improve things a bit, but I am pretty happy with how things run. In the AMD GPU software settings, I capped the FPS at 144 (since my monitor can't exceed that anyway), and the game usually runs around there. It'll dip down as low as 60ish FPS if I am looking across the length of a zone, and in a couple of spots I've seen it dip to 35ish FPS briefly, but by and large my FPS is usually at or near 144. If I drop my visscale back to 2 then the FPS drops all but disappear, but I prefer setting it higher. My GPU utilization is generally pretty low as well (around 30%) and it draws about 50 watts running CoH, so it seems like CoH doesn't really tax the GPU all that much (and my CPU barely goes above idle). Given the relatively low GPU utilization, the FPS drops I mentioned above are somewhat puzzling, but like I said I do not fully understand the dark magic that goes into it.
  23. It's been a while since I set it up/used it, but I had good luck with demo playback in the HC launcher using the method from the wiki linked below: https://homecoming.wiki/wiki/Demo_Recording#Method_1
×
×
  • Create New...