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AboveTheChemist

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Everything posted by AboveTheChemist

  1. I've updated both the CoH modder installation and the manual installation files in the top post to include a new seasonal variant of Atlas Park map. Users will not notice any difference in the Atlas Park map appearance. This change was necessary due to some internal changes with respect to how the Atlas Park map is handled during seasonal events. I don't imagine anyone would need to use this mod at the moment (since the winter gifts won't be available for another couple of months), but on the off chance that someone is using it, then this update will allow them to continue to use it without interruption. If you notice that your Atlas Park map has reverted to the stock map, then installing this update should cause the Atlas Park winter gift map to display once again.
  2. I've updated both the CoH modder installation and the manual installation files in the top post to include a new seasonal variant of Atlas Park map. Users will not notice any difference in the Atlas Park map appearance. This change was necessary due to some internal changes with respect to how the Atlas Park map is handled during seasonal events. Once the Halloween event starts, if you notice that your Atlas Park map has reverted to the stock map, then installing this update should cause the Atlas Park Halloween GM map to display once again. One other issue of note, now that I have had a chance to do some testing on the Beta servers, is that I have not currently found any Halloween GM spawns in any of the Echo maps other than Echo: Dark Astoria. I am going to continue testing once the Halloween event goes live, but I think there is a good chance that there are no Halloween GM spawns on the following maps: Echo: Atlas Park Echo: Faultline Echo: Galaxy City Echo: Rikti Crash Site Once I can test and confirm that no Halloween GMs spawn in those zones, I will remove them from this mod. In the meantime, just be aware that looking for Halloween GMs in those zones may not prove fruitful. However, if anyone finds a Halloween GM in one of those zones, please let me know. Happy Halloween GM hunting!
  3. I've updated both the CoH modder installation and the manual installation files in the top post to include a new Halloween variant of Atlas Park, and a slightly tweaked version of the 'normal' Atlas Park. Users will not notice any difference between the 'normal' Atlas Park map and the Halloween variant. This change was necessary due to some internal changes with respect to how the Atlas Park map is handled during seasonal events. Once the Halloween event starts, if you notice that your Atlas Park map has reverted to the stock map, then installing this update should cause the Atlas Park optimal path map to display once again.
  4. I've updated both the CoH modder installation and the manual installation files in the top post to include a new Halloween variant of Atlas Park, and a slightly tweaked version of the 'normal' Atlas Park. Users will not notice any difference between the 'normal' Atlas Park map and the Halloween variant. This change was necessary due to some internal changes with respect to how the Atlas Park map is handled during seasonal events. Once the Halloween event starts, if you notice that your Atlas Park map has reverted to the stock map, then installing this update should cause the Atlas Park vidiotmap to display once again.
  5. Try this: /bind T "powexec_name Fly" Here are some other resources if you want to do anything more complicated than that: https://homecoming.wiki/wiki/Bind_(Slash_Command) https://homecoming.wiki/wiki/The_Incomplete_and_Unofficial_Guide_to_/bind
  6. Per Michiyo on the HC discord:
  7. In that case I'd definitely check for those outdated files, otherwise the installation I posted should overwrite the rest.
  8. It depends on how outdated your map patch is. There were some legacy files in the VidiotMap i23 and the MoreMaps4U map packs that are now obsolete and that I have removed (these are listed in the Outdated Files section of the top post). If you have those installed, then those legacy files will remain unless you remove them yourself. Otherwise, the version I posted above will overwrite the other map files from those mods. If you are installing via CoH modder then I recommend reading my third post down, because this is a new incarnation of vidiotmaps and you may see some error messages if your version of CoH modder is still looking for the old incarnation.
  9. Blue cave maps, Oranbega maps, and to a lesser extent, Council base maps. I love the atmosphere in the blue cave and Oranbega maps in particular. It was alluded to earlier in the thread, but I love using travel powers and the tram to travel between missions. Although, the character I am playing now is my first super-speedster and it is clear to me now that I was right to have previously avoided taking super speed as a travel power. I like clearing the fog of war the old-fashioned way. If there is a defeat badge that I want, I like fighting at even level (as opposed to fighting grey cons). I've put a lot of work into finding ideal contact/Ouro missions that let me do that, at least for the defeat badges that are required for the major accolade badges.
  10. If it works, then it isn't broken, but I do see a superfluous open brace between the second divider and the hear distance menu declaration. It doesn't appear to be causing any problems yet but it might if you expand/modify the menu so it might not be a bad idea to take it out. Otherwise, congrats on your first popmenu! They are lots of fun to create and tinker with.
  11. Yeah I have some crude GM spawn /locs from Kallisti from past events, but I plan to get much better data from demo recordings during this event. I am actually not sure about any of the Echo zones, but the spawn data was in the leaked dataset so I assume they have spawns. Between the 5 live shards and all the various testing shards, I'm hoping it won't take too long to gather that data.
  12. I did a thorough overhaul of all the Halloween GM maps on the wiki: https://homecoming.wiki/wiki/Halloween_Event/Giant_Monsters I pulled the spawn data from the i24 leaked data spawndef files, and included maps for every zone that had the appropriate Halloween event spawndefs. It ended up being 40 total maps, about 10 of which weren't previously on the wiki. Given that the data was from the i24 dataset, some of it might have been updated for Homecoming, so if anyone notices any issues please let me know. I also need to gather spawn data in Kallisti Wharf and Echo: Atlas Park once the event starts, because those maps should also have GM spawns but there wasn't any data in the i24 dataset for them.
  13. I've updated all three sets of maps in the top post above. Several vidiotmaps and TSP maps were updated for the recent i27p4 update. A few winter maps were updated, and I generated my own (nearly) complete set of Halloween GM spawn maps to replace the previous Halloween maps. I would recommend a complete uninstall/reinstall of all three sets of maps. The Kallisti Wharf and Echo: Atlas Park Halloween GM maps are placeholders that I hope to update once I complete data collection during the Halloween event. If anyone notices any issues please let me know!
  14. As noted above, the spawn locations for Kallisti Wharf and Echo: Atlas Park were not available in the leaked game files, so I plan to collect the spawn data for those zones the old-fashioned way. I'll publish those maps as soon as I have completed the data collection.
  15. Please limit discussion/feedback in this thread to the use and development of this mod. Thanks! In order to facilitate the hunting of giant monsters (Eochai and Jack in Irons, along with their Unseelie Court) that appear throughout various zones during the Halloween event, I developed a set of in-game maps depicting their spawn locations in the 37 zones in which they appear during the Halloween event. These maps replace the existing in-game maps for those zones. Notes regarding map installation, map use and symbology, as well as map development and other notes, are contained in the spoiler sections below. Please, at the very least, read the sections on Installation and Removing/Deleting Old Installations, as most of the answers to questions I receive are contained in those two sections. If anyone would like to use this mod as a starting point to build your own mod, please feel free to do so. All I ask is that I be acknowledged for the work that has been done to date, and that you take credit for any modifications that you make to this menu. Here's an example of one of the maps (Atlas Park): This mod can be installed either via City Mod Installer, or via manual installation. For those that might prefer to remove this mod when not needed, uninstallation instructions are included. An offline version is available at this link. Installation Removing/Deleting Old Installations Use and Symbology Development Available Zones Efficient GM Hunting Update Log
  16. I did a little testing on Brainstorm just now and I tried a lot of different combos of unselect, pet_select 0, and powexec_name Rejuvenating Circuit, but I couldn't find a combination or order with just those commands (i.e. not using the '+' sign) to replicate the desired behavior as described in the OP. I followed the syntax as described in the press-release keybind thread and was able to create a keybind that seems to produce the desired results, including selecting a pet even if a foe is currently selected. The syntax is: /bind <key> "+$$pet_select 0$$powexec_name Rejuvenating Circuit"
  17. The '+' placed before a command tells the game to execute that command while the key is pressed. It's usually used in movement binds, as below, but can be used in other binds as well. /bind W "+forward" I have run into some cases (like this one, and another one) where using the '+' modifier in a string of commands causes strange issues, and my takeaway was that, if you want to use the '+' modifier, it's best to keep the bind to a single command (as above). There is, however, a slight variation of syntax that allows one to create press-release binds, as documented in this thread, and that might be something worth looking into as a possible solution. Binds usually (but certainly not always) execute right-to-left, so you might also try reversing the order of your original bind to see if that creates more acceptable bind behavior. If it were me, I'd get rid of the '+' modifier and try reversing the order of commands as a first step. If that doesn't work, then a press-release bind might be your best bet. Unfortunately I don't have game access at the moment either, so I can't give a more definitive answer, but hopefully this info will get you closer to an ideal solution.
  18. Major_Decoy is correct, it was listed at 8 million. Given the sale price and sale fee, it's simple to back-calculate the listing price and listing fee. In order, the calculations are: List Fee = (Sale Price * 0.1) - Sale Fee List Price = List Fee / 0.05
  19. Looks like most of it was already there, although I did a little cleanup and added Dastard, who was missing.
  20. I finally made it through all the 20-24 arcs with Cerulean Cipher, and leveled him to 25 to start working on the 25-29 arcs. I'm not sure if I've hit every possible story arc I could so far, but I've done most of them. I also did a little organization of the storage racks in the base this evening. I organized the salvage racks a bit and consolidated some of the SO/DO enhancement racks. I didn't take anything out for my use, as I'm trying to adhere to strict self-sufficiency. I also got rid of a few extraneous SO/DO enhancement racks that weren't being used. There is still plenty of SO/DO storage space, but now there is some extra base storage cap space in case other kinds of racks are needed.
  21. That is a great way to farm the masks, and I'll add that there are a couple of missions from Ephram Sha (Ancient Souls and Thinning the Herd, run at -1x1) where this same tactic works well.
  22. Thanks for the update! I took a look at the Power_Missing icon in a hex editor (and compared it to another icon) but nothing jumped out at me, although I could easily have missed something. If I can remember tonight, I'll make a macro with that icon and see if I can replicate the issue. EDIT: I made a macro on Brainstorm using the Power_Missing icon, but did not see any error messages when trying to drag the icon around. I tried this with my custom cursor mod installed and with it uninstalled, but wasn't able to replicate the errors.
  23. Are you running any cursor or power icon mods? The errors look like an issue with the info in the DDS header of a texture. I saw a similar error a few years ago when I was tinkering with some cursor mods, but it was so long ago I don't recall the exact message. The errors I saw were constant though (whenever I moved the mouse) so that isn't consistent with the behavior you saw. Unless there is a specific cursor icon for when something is being dragged (cursor_hand_closed.texture maybe?) that has issues. Does the error occur if you try to drag other power icons?
  24. I do not recall my handle from the Live forums, and even if I did I only posted sporadically so I doubt anyone would remember. I only played the first year or so, from a week or so after initial release to sometime around the launch of Issue 4.
  25. If this is the case then I recommend double-checking that you have CoH Modder pointing to the correct CoH game directory install location. It's fairly common for folks to install the maps to the wrong place. I've confirmed on my end that the published version of Cimerora is up-to-date.
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