Jump to content
The Character Copy service for Beta is currently unavailable ×

AboveTheChemist

Members
  • Posts

    1973
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by AboveTheChemist

  1. I confirmed this also occurs on merit vendors. Further, if you try to obtain the unstable aether, it throws a warning that your inventory is full (mine was not full). So currently there is no way to grant monstrous aether for testing purposes.
  2. Install order does not matter. The game reads the piggs alphabetically, so it is based on how I named the files. I set my map mods up so that the draw order is (from first to last): vidiotmaps (100+ maps) optimal path maps (49 maps) halloween maps (37 maps) winter maps (25 maps) Maps further down that list will overwrite those in the list above them. So the optimal paths maps will overwrite vidiotmaps, but only for those 49 maps contained in the optimal paths map mod. That way vidiotmaps will always be the 'base' set of maps and users can install/uninstall the other mods as needed.
  3. I don't know much about the sound files that play during character selection/creation, so I can't be much help there. On the sonic attack files, if you take a look at the thread for my banshee mod: https://forums.homecomingservers.com/topic/15062-sound-mod-banshee-themed-sonic-attack-sound-effects/ in the third spoilered section (under Further Reading), I list the powers in the set (most of them anyway), and which sound they use. I can't make the mod for you but if you or someone else wants to use that as a guide, that should hopefully make things easier. Making sound mods is pretty easy, especially if you are just re-using existing game sounds (like I was doing with my banshee set). The basic workflow is find the .ogg sound you want to use, rename it to the sound you want to replace, and under your data folder, put it in the proper folder structure for the sound you want to replace. It is good to use sounds that are roughly the same length as the ones you are replacing, because you want the sound to match the power casting animation, but sometimes that just takes a little trial and error.
  4. If you've removed the mod via the City Mod Installer, and you still see the mod in game, then the most likely explanation is that you still have a copy of the mod in your data folder that needs deleting. The way mods are installed changed (and definitely for the better) with City Mod Installer, and unfortunately any mod present in the data folder will overwrite any copy of that same mod that you try to install via City Mod Installer. The most thorough solution is to make a list of the mods you have (which may be tough if you have a lot of them), make sure they are installed via City Mod Installer, then move the contents of your <CoH Root Folder>\data folder to a safe place outside your CoH install. Play the game and if you notice mods missing, then you'll probably need to do some sleuthing to try and figure out which ones are missing so you can install them via City Mod Installer. If every mod shows up as expected, you can discard the old contents of your data folder if you like.
  5. Be sure to check if the toggle in options (at the bottom of the map window) isn't off for whichever category the AE marker is in.
  6. You can get a compiled version of Piglet here (courtesy of Michiyo): https://forums.homecomingservers.com/topic/5405-piggviewer/#comment-562266 The only folks that I am aware of that release new costume sets is the HC team. I could be wrong, but I don't think it is possible to mod in new costume sets. One could theoretically mod the textures of existing sets to tweak their appearance, but my expertise is with map textures so I am not exactly sure how that would work. The general procedure for modifying textures is as follows (and isn't idiot-proof, unfortunately, as I can personally attest): Find the texture you want to mod in the piggs and extract it (with Piglet, for example) Split the texture into two components: the texture header, and the DDS file Split the DDS file into two components: the DDS header, and the source image file (usually a BMP or PNG file) Modify the source image as desired, maintaining its dimensions Convert the source image back into a DDS file, using the same compression and number of mipmaps as the original DDS file Re-attach the texture header to convert it back into a texture file Place the modded texture in the CoH install directory, either within the assets folder as a compressed pigg file, or into the data folder as a texture file Steps 2, 3, 4, 5, and 6 require external software. I use simple Python scripts for steps 2 and 6, a tool called DDS converter for step 3, and the NVIDIA texture tool for step 5. For step 4, you can use whatever image editing tool you like (I keep it simple with Paint3D). This is my basic workflow for map textures. I think it would be similar for other game textures, but having modded only (well, mostly) maps, it may be slightly different for other textures. Here's some info from OuroDev that goes into a bit more detail and speaks specifically about costume textures: https://wiki.ourodev.com/view/Texture_modding And here's an older thread that may have some useful info: https://forums.homecomingservers.com/topic/11322-how-do-you-create-texture-mods/
  7. It appears to be the blank lines in between groups of binds causing the issue. I ran it as-is and saw the same output as your screenshot (more on that below). I removed the blank lines and it loaded without echoing the pink/yellow text to Sys. I noticed also that the text echoed in pink were the lines preceding each blank line. Oddly, when I loaded in the file as-is, this is what was reported in green text at the end: 2024-01-30 21:11:47 Keybinds file loaded: c:/Games/HC/accounts/<my_account_name>/Logs/chatlog 2024-01-30 When I loaded it after removing the blank lines, this is what was reported (I renamed the file to shen_temp.txt): 2024-01-30 21:12:36 Keybinds file loaded: c:/Games/HC/settings/beta/shen_temp.txt I thought maybe one of the file load/save binds was being triggered and trying to call a file that I don't have, but I removed all lines that tried to load or save a file and it still reported as trying to load my chatlog, so I am stumped as to what was happening there.
  8. I've actually got a mod to help with that. The standalone 'Rare Roulette Quick Reference' popmenu from this thread serves as a handy in-game reference when converting from uncommon to rares. For the true conversion enthusiast, there is a full 'Conversion Possibilities' menu available there as well, but for beginners I'd recommend sticking to the Rare Roulette QR menu.
  9. The market sales history bugs are some of the most well documented bugs on this forum. Here's one thread, there are many others: https://forums.homecomingservers.com/topic/5803-market-bug-different-items-are-sharing-sales-history/
  10. If you would be willing to share one of your bindfiles that exhibits the issue, I can create a dummy character tonight and try to load it and see if I can replicate the issue on my end. That way, if it's a quirk in your files causing the issue, perhaps we can find it. In your screenshot above, the yellow text that just says 'bind' looks like the feedback I get from the settitle bind I posted, but I honestly don't think I've ever seen anything like the pink text from loading a bind file.
  11. I'll shamelessly plug a couple of mods I made to help with gathering badges/plaques in a zone. They both essentially do the same thing, just via different methods. One is a map texture pack that is built on and overlays vidiotmaps, showing the optimal path to gather all the exploration badges and history plaques in a zone. It adds a red path to vidiotmaps that you can follow to gather all the badges/plaques. It is easily installed and uninstalled via the City Mod Installer, so you can essentially turn it off when you are done with it. The main thread for this mod is at this link. The second mod is basically a popmenu version of the same mod. You select the zone and a starting badge in that zone, then use a set of rolling keybinds to navigate along the route using in-game nav markers. It requires manual installation, but instructions and more info can be found in the mod thread at this link. Either of these mods will help you set up your own 'tour' of whichever zones you want, and collect the exploration badges and history plaques there in the most efficient manner possible.
  12. The text I see go by with the settitle bind file I posted above isn't pink, I think it is either yellow or green (can't recall offhand) so I think it might be going to a different channel (assuming neither one of us has changed the default colors of our chat channels). I know the pink text channel you mention because I /conprint a lot of stuff now and that is the channel it goes to (and the wiki says that is the Sys channel). I'll have to check tonight and find out the exact name of the channel the settitle binds go to. I just assumed that it was the Sys channel but I now highly doubt my assumption. Also, can you post a screenshot of what you are seeing? It's probably a long shot but there may be a clue in there.
  13. It was added as part of the build 2 patch notes. Scroll down a little and it is at the top of the first bulleted list under 'Marquee Features'.
  14. I tested some of my normal bind files last night, both on Live and on Brainstorm, and did not see the bind file contents printed to the Sys channel in either case. The only time I recall seeing bind file contents printed to the Sys channel is when I load in a special settitle bind file. It's a bind file embedded with 2550 settitle commands meant to determine which badges a character has. It has printed to the Sys channel for as long as I can remember, and I've been using it for years. I've included a copy here in case there is something in there that gives a hint as to why your bindfiles are printing to the Sys channel. settitle_all_1.txt
  15. Didn't think this was worth a dedicated bug report, but the texture for the new 'Face Turn' badge doesn't appear correctly at lower-end World Texture Quality settings (red boxes added to screenshot for emphasis). The rest of the new ones look fine at that setting.
  16. Inf can come easily at any level if you are willing to learn how the market works and how to make it work for you. There are many fantastic guides that cover the market from top to bottom, and they are compiled in a handy thread here: https://forums.homecomingservers.com/topic/29277-an-utterly-comprehensive-guide-to-marketing-guides/ In general, crafting and converting is the main way to earn via the market, but there are certainly other tactics depending on how deeply you want to delve into marketeering.
  17. The free and (relatively) easy way is to obtain free Empyrean merits from any merit, costume, or P2W/T4V vendor. Open the incarnate window and convert those Emp merits to incarnate threads. Head to an AE ticket vendor and convert those incarnate threads to MA tickets, and then buy the rare salvage you need from the AE ticket vendor. Granted, it is a bit of a convoluted path, but Emp merits can be obtained 1000 at a time so you should be able to stock up and maybe even seed the AH yourself with the quantities that can be obtained. There is a section called 'Consumables' in the freebies menu that covers conversions like this for obtaining salvage and other consumables. If I think about it tonight I'll do some converting and try to seed the AH with some salvage. Also I must have terrible RNG luck because I have killed about 15 GMs so far (zapped them with QA powers) and have not seen a pet recipe drop yet.
  18. This thread likely has most of what you need to learn to swap sounds in the game: https://forums.homecomingservers.com/topic/3155-silencingmodifying-specific-game-sounds/
  19. You can get any enhancement you need, at any level you need, from the freebies menu. Click the chat bubble at the end of the chat bar to access it, or access it directly by binding/macroing the following command: popmenu freebiesmenu If there is an enhancement missing from there, please let me know and I will add it. I am 99.9% sure all existing enhancements are in there, though, from the lowliest training enhancement to the mightiest superior attuned enhancement. Lots of other stuff in there too like accolade and travel unlocks, free inf, and directions to get other free stuff from the server (like merits and boosters) that isn't directly available from the freebies menu. I am currently working on an update that adds, among other things, the new Hamidon enhancements that just came out, so those will be available in the freebies menu soon.
  20. I won't be there by start time but when I can get on (probably closer to 8:30 or 9 Eastern) I'll check in to see if you are still running and join you if so.
  21. I am mostly ambivalent, leaning slightly toward disliking the idea. I find the table examples to be a bit smashed together and harder to read than the lists as they exist now.
  22. Yep, it is in the wayback machine (here is a snapshot from 2008), but it can be tough to try to find characters in there. Browsing the database is sorta possible, but searching isn't. I never could find the pages for the characters I created on there. Luckily I saved offline copies before the site shut down. I used to get a kick creating updates for my characters.
  23. That doesn't ring any bells, but that doesn't mean there isn't a popmenu out there for that.
  24. As far as I know, the game does not cache popmenus. I've worked with a lot of popmenus and have never seen behavior from the client that would indicate it is caching popmenus. Of course, my experience doesn't cover all possible scenarios, but I'd look for other possible causes first. The game will pull popmenu data first from the pigg files (for built-in popmenus or modded popmenus that were bundled as piggs), and then from the \data folder. Versions in the data folder will overwrite any versions in the piggs. Is it possible that you have another popmenu in your data folder that uses the internal 'costumes' menu name? Or, is it possible that you have two 'costumes' popmenus contained in one .mnu file? .mnu files can contain more than one popmenu so maybe you accidentally pasted two copies of the 'costumes' popmenu into one file? It might also help if you uploaded a copy of your 'costumes' menu here so I can see if I notice any other potential causes.
  25. You may already know this but the game stores the fog of war in individual files for each character, and what you describe sounds like something may be deleting those files, which will cause the fog to reset. If you are using the HC launcher, they are stored in a subfolder in <CoH Root>/accounts/<your_account_name>. I don't recall the exact subfolder name but I think it is something like maps or visited_maps. I suspect that is not the issue here, but it might not hurt to check to see if those are getting deleted somehow between play sessions just to rule it out.
×
×
  • Create New...