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Everything posted by AboveTheChemist
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Godzilla Against Mechagodzilla
AboveTheChemist replied to Doc_Scorpion's topic in Comic, Hero & Villain Culture
Most of the stuff that my local theater has shown has been Showa era films, although they have shown a few Heisei era films and they showed Shin Godzilla a week or two ago. They regularly show (as in once every couple of years or so) Ghibli films and some non-Ghibli films too. I saw Akira there last week. And they are all in original language with English subtitles. If you are anywhere near Durham, NC you could stop by sometime: https://carolinatheatre.org/series/kaiju-quest-film-series/#films Their film lineup for the July-Dec 2022 season is winding down and they don't have their stuff posted for Jan-June 2023 yet, but it should be up soon. They typically have an anime festival in the spring. -
Godzilla Against Mechagodzilla
AboveTheChemist replied to Doc_Scorpion's topic in Comic, Hero & Villain Culture
I'm seeing the 1974 GvM on the big screen on Nov 2. I hadn't heard about this event but it's highly likely I'll go. I'm lucky that my local theater has shown (and will continue to show) lots of the Toho Godzilla films. -
Halloween event GM spawn maps
AboveTheChemist replied to AboveTheChemist's topic in Tools, Utilities & Downloads
I've updated both the City Mod Installer and the manual installation files in the top post to include an updated Atlas Park map (including all seasonal variant maps). During the course of the Halloween event I discovered the GM spawn locations for Atlas Park were out of date, so I collected enough data about each spawn point to correct them, removing two unoccupied spawn points in the process. If anyone notices any issues, please let me know! -
Offline Map Viewer
AboveTheChemist replied to AboveTheChemist's topic in Tools, Utilities & Downloads
I've updated the event maps in the top post above. Specifically, I updated the Atlas Park Halloween GM map after discovering that it was out of date. It should be sufficient to copy the 'halloween_atlas_park.png' from the zip file linked above to your local install and overwrite the old file. A complete reinstall should not be necessary. If anyone notices any issues please let me know! -
VidiotMaps for Issue 24 and Beyond
AboveTheChemist replied to Blondeshell's topic in Tools, Utilities & Downloads
Just to be clear I do not plan to support anything that I've made available in this thread moving forward. I've tried to police old links but if you find a download link here that I have provided, it is likely an older version and/or a download I no longer support. The thread at this link is the current vidiotmaps thread. -
VidiotMaps for Issue 24 and Beyond
AboveTheChemist replied to Blondeshell's topic in Tools, Utilities & Downloads
You should NOT have any of the following folders (based on the paths you posted): C:\Games\HC\data\texture_library\MAPS C:\Games\HC\data\texture_library\P_MAPS C:\Games\HC\data\texture_library\V_MAPS If you have those folders, delete them. Anything in them is likely to override the newer vidiotmaps installed either by City Mod Installer or via manual installation. Incidentally this is the old vidiotmaps thread, and any info herein is superseded by what is in the new vidiotmaps thread. -
I am not super familiar with login screen mods, but just to be clear, are you talking about the screen at startup where you enter your username and password? If so, it looks like that texture is named 'coh.texture' and it goes in: <CoH Install Folder>\data\texture_library\GUI\CREATION\login Here's a screenshot of Homecoming's custom login screen, viewed from within piglet (the image doesn't display completely, but you can see enough to recognize it as the login screen). The capitalization on the folders doesn't match (and I am 99.9% sure it doesn't matter) but you can see the folder path if you follow the folder levels on the left and you can see the filename below the image. If that one is the one you want to mod, I can assist with that, but it'll take a little more work than just changing the filename. There is a header in the texture that needs to contain the correct filename as well.
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A few comments in bold below: Here's what my test menu looked like: It sounds like you know this already, but the menu name to use with the /popmenu command in-game is the name contained in the top-most occurrence of the Menu command, denoted by the red arrow above. It's not the filename, which above is called menu_test_delete.mnu. Here's the code itself if that would be helpful: // Menu "costumes_a" { Title "Working Title" Option "Dummy Option" "" } It might be helpful if you could post the code, or even a screenshot, of the top portions of your menus.
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City Mod Installer (Released)
AboveTheChemist replied to Michiyo's topic in Tools, Utilities & Downloads
Have you checked other zones besides Atlas Park? -
City Mod Installer (Released)
AboveTheChemist replied to Michiyo's topic in Tools, Utilities & Downloads
The vidiotmaps for Atlas were adjusted to account for the seasonal events. If you loaded vidiotmaps via City Mod Installer and are seeing the stock Atlas Park map but proper vidiotmaps in all other zones, then you likely have an old vidiotmaps install in your data folder that needs to be removed in order for the new version of vidiotmaps to load properly. Go to the top post of the vidiotmaps thread and look for the section titled Removing/Deleting Old Installations for instructions on how to remove the old vidiotmaps install. -
City Mod Installer (Released)
AboveTheChemist replied to Michiyo's topic in Tools, Utilities & Downloads
City Mod Installer works in parallel with the data folder. The game pulls data from the data folder last, so mods in the data folder should always appear in-game. I also have several custom (unpublished) menus I use and install via the data folder that work just fine, so any unique/custom mods that you have should work fine if loaded from the data folder. This next bit goes beyond the scope of your question, but the data folder only becomes an issue when you have the same mod installed in both the data folder and in the assets folder (which is where City Mod Installer places them). The version in the data folder will override the version that City Mod Installer installs. So if you have an outdated version of a mod in the data folder, and try to install a new version of that mod via City Mod Installer, the outdated version is what will appear in the game. You'll need to be careful to clear out old versions of mods from the data folder if you want the new versions from City Mod Installer to work properly. -
City Mod Installer (Released)
AboveTheChemist replied to Michiyo's topic in Tools, Utilities & Downloads
Be sure to read my post above, available via this link. If you are installing the optimal paths, halloween, and winter maps, then you won't see vidiotmaps in Atlas Park and Skyway. You'll see the winter maps in Atlas and Skyway. I was going to post more info, but the instructions Michiyo just posted should help clarify the issue. -
City Mod Installer (Released)
AboveTheChemist replied to Michiyo's topic in Tools, Utilities & Downloads
Since the piggs are read alphabetically, 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. -
City Mod Installer (Released)
AboveTheChemist replied to Michiyo's topic in Tools, Utilities & Downloads
Based on your screenshot, it looks like you've typed an 'A' in the category selection box, and since that is not a valid category, no mods are appearing. Click the down arrow on the right side of the category selection box and select one of the categories within, and the mods that fit that category should appear. If you are after vidiotmaps, the category will be 'MAPS'. -
Vidiotmaps works regardless of the age of the character. If you are on a new character in Atlas Park, and all you see is the stock Atlas Park map, then you need to update vidiotmaps (the vidiotmaps thread is at this link). There was a change in how the Atlas Parks map works to account for seasonal changes and vidiotmaps has been updated to take that into account. I highly recommend installing via the new City Mod Installer, but if that isn't an option for whatever reason, then there are manual installation instructions in the top post of the vidiotmaps thread. Note that the installation process has changed from the 'old' method that CoH modder used.
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Vidiotmaps for Homecoming
AboveTheChemist replied to AboveTheChemist's topic in Tools, Utilities & Downloads
I recommend posting your issue in the City Mod Installer thread. This thread is for vidiotmaps discussion/troubleshooting. While I am familiar with the general operation of City Mod Installer, I am not able to provide the in-depth troubleshooting that is more appropriate for the thread I linked. -
City Mod Installer (Released)
AboveTheChemist replied to Michiyo's topic in Tools, Utilities & Downloads
There is an update log in the top post of the vidiotmaps thread. The version of vidiotmaps available in the City Mod Installer is (slightly) newer than the last one available in CoH modder. -
Vidiotmaps for Homecoming
AboveTheChemist replied to AboveTheChemist's topic in Tools, Utilities & Downloads
The easiest installation method is to use the City Mod Installer. It will handle the install with a few button presses and it's the method I strongly recommend. I cover that in the first two sentences of my install instructions above, and the rest of my install instructions are for manual installation which I only recommend for advanced users or those who, for whatever reason, can't use City Mod Installer. Even then, manual installation has been vastly simplified since moving the install files to .pigg format. -
ATC's Badge List PopMenu
AboveTheChemist replied to AboveTheChemist's topic in Tools, Utilities & Downloads
Updated (in top post) to rename 'Womp Womp' to 'Ankle Biter'. I also noticed that the settitle commands were broken in the sequential lists, and I fixed those. If you tried to set your badge title from the sequential lists and were unable to do so previously, that should function properly now. If anyone notices any other issues, please let me know. Happy Halloween badge hunting! -
Extor's Emotes Popmenu - express yourself!
AboveTheChemist replied to Extor Prime's topic in Tools, Utilities & Downloads
I've published an update to include the new kneel emotes from the Issue 27, Page 5 patch. The updated file is available at the post at this link, and in the City Mod Installer. More details are available in the changelog in the linked post above. The initial version of the menu that I uploaded to City Mod Installer and Google Drive was a past revision from Jan 5, 2022, and not the latest version of the mod. Users that installed this mod within the last week or so from either of those sources will definitely want to update to this latest version. My apologies to any users who may have had limited functionality. The currently available version restores all features of the Aug 23, 2022 update (plus the new kneel emotes). -
I record all my sales as well, dating back to late 2019, and I agree with your observation that prices since then have been fairly steady.
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Does anyone want to try to get together for a few hours of Halloween festivities sometime before the end of October? I did some ToT'ing on Cerulean Cipher the other night (I don't plan on keeping any of the rewards, I mostly wanted the badges) but I thought it would be more fun if we could get together as a group. I'd especially like to run through Dr. Kane's House of Horrors if possible.
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Offline Map Viewer
AboveTheChemist replied to AboveTheChemist's topic in Tools, Utilities & Downloads
I've updated the event maps in the top post above. I would recommend a complete uninstall/reinstall of the event maps. Specifically, I added a Halloween GM spawn map for Kallisti Wharf after locating what I think are all the possible GM spawn points. I removed the Halloween GM spawn maps for Echo: Atlas Park, Echo: Faultline, Echo: Galaxy City, Echo: Rikti Crash Site, and Night Ward after searching each of these zones repeatedly without finding any Halloween GMs. If anyone notices any issues please let me know! -
Halloween event GM spawn maps
AboveTheChemist replied to AboveTheChemist's topic in Tools, Utilities & Downloads
I have updated the top post to account for the new mod installation tool that Michiyo developed. Part of that update changes the manual installation process from a zip archive of individual files, to a single .pigg archive. Users will need to refer to the installation instructions in the top post to account for this new installation process. I also added a section for removal/deletion of the old installation, which will be necessary in order for the new installation to work. Going forward, I think this new installation process will greatly simplify mod installation, particularly for mods with multiple files such as this. I added a map for Kallisti Wharf with all the GM spawns I could find (after a week of intensive searching). I removed the maps for Echo: Faultline, Echo: Galaxy City, Echo: Rikti Crash Site, and Night Ward, because I tried repeatedly to find GM spawns in each of those zones without any luck. I also added maps to cover the other seasonal variants of Atlas Park, if someone wants to use these maps out-of-season for any reason. If anyone notices any errors, please let me know!