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AboveTheChemist

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Everything posted by AboveTheChemist

  1. 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.
  2. 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/
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. That doesn't ring any bells, but that doesn't mean there isn't a popmenu out there for that.
  8. 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.
  9. 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.
  10. This should be true but there is a slight chance there are still some images on the wiki whose names don't match what is in the game files for macro image purposes. There is a curated list of images for use with the macro image command here (fair warning, lots of images on the page so it may be slow to load): https://homecoming.wiki/wiki/Macro_image_(Slash_Command) This covers all the icons whose dimensions will fit well in the power trays. Other icons (like badge icons) can technically be used as well, but they won't fit well in the power trays and generally look bad if used.
  11. I am only a month late, but I submitted the pull request on github to add the winter event badge. Pull requests usually get merged within a day or so of submittal, so if all goes as planned the new winter badge should appear on Badger soon.
  12. The top post has been updated to include the 2023 winter event badge. If anyone notices any issues with the data please let me know.
  13. Updated (in top post) to add the 2023 winter event badge. Please let me know if you notice any issues.
  14. You probably just need to update your vidiotmap install. About a year ago they created seasonal variants of the AP map textures, and shortly thereafter I updated vidiotmaps to account for the new textures. Without the update, you'll only see the badge markers in AP during the time between the winter event and the Halloween event (roughly Jan-Oct). Unless you were using my winter events gift map mod, in which case those intentionally only show the gift locations, and none of the normal vidiotmap markers.
  15. It's a beacon issue in Port Oakes and in Mercy Island that, as far as I am aware, dates back to the release of CoV. I just posted in the thread you linked with a longer explanation from Faultline.
  16. This dates back to a live-era bug with the beacons in Port Oakes, which also occurs in Mercy Island. This bug has been reported many times on the forums, including this thread and mutiple others that I don't feel the need to dig up at the moment. Here's the explanation of the issue that Faultline posted on the beta tester discord: The wiki location is correct, as is the vidiotmaps location. I know as I spent a lot of time checking them. If you have evidence that a vidiotmap location is in error, please let me know. I've checked most if not all of them and I don't know of any that are in error by more than a few pixels.
  17. Forgot to bump this once the winter event started, but better late than never if anyone needs an in-game map to aid in finding presents. It temporarily overwrites vidiotmaps (for the maps that have gifts), but it can easily be uninstalled once you've had your fill of presents.
  18. I have no idea if there are potential performance issues associated with installing a large number of mods, but one potential downside one might run into is that some mods may overwrite one another if they mod the same aspect of the game. I have several map mods available via the installer that have maps in common, so you'll run into that issue if you install all my map mods. I try to explain that up front but some folks still seem surprised when, for example, their vidiotmap for Atlas Park is different after they install my winter event maps.
  19. I'll try to get to it this weekend. I also need to update some of my mods to include that badge so I'll try to do that this weekend too.
  20. Indeed it is, see the third paragraph in the top post, and the Use instructions section. Long story short, it is the only practical method to invoke the bind_load command from within a popmenu.
  21. It's a fairly well documented bug at this point. Here's one thread, and I know there are a couple of others but I didn't really feel the need to dig for them. In the thread I linked, I quoted one of the devs that explained the issue to me, but the summary TheZag gave above is a great summary. And as RikOz pointed out, It is not related to vidiotmaps.
  22. I have a copy of DeTexturizer but I am hesitant to share since I am not the author. Prior to the availability of DeTexturizer, I wrote my own (simple) Python script to de-texturize texture files for my own personal use (and still use it regularly). If Python users would like me to share the code, just let me know. Otherwise, I am certain Michiyo's replacement tool will be fantastic, so the best option is probably to wait for that.
  23. There is no such mechanism that I am aware of, but if this is something that you strongly desire, it would be possible via a popmenu. You'd need to collect the coordinates of all the base portals, train stations, and whatever other landmark you wanted. Those can be used to create a popmenu that you open with a macro or keybind that lets you choose the zone you are in, and it would drop a thumbtack on your point of interest. It would take some legwork getting the coordinates of your points of interest, but otherwise the popmenu itself would be relatively simple.
  24. Do you have more than one CoH install? This has the classic hallmarks of having multiple CoH installs and installing vidiotmaps to the wrong one. Either that, or perhaps you forgot to set the assetpath flag as part of the City Mod Installer process.
  25. Yep, as far as I know that is what has been done to date. I can't remember which HC team member I spoke with, but during that conversation (which was around this time last year) my impression was that they did eventually plan to make 3 new variants for the Halloween, fall, and winter maps, to reflect the zone changes you mentioned.
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