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AboveTheChemist

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Everything posted by AboveTheChemist

  1. Updating this for i27p4. I never got around to updating the emotes page above, but now that there are some new emotes (and some changes to emotes) in i27p4, I'll put the emotes page cleanup back on my to-do list. In the immediate future, I plan to update the new/updated power icons on the Macro image page, either tonight to first thing tomorrow this update is now complete. I updated the settitle listing page a little while ago. I have another couple of smaller wiki update projects (not necessarily related to i27p4) that I'm almost ready to begin working on. One will update the Halloween giant monster spawn maps, and another will (hopefully) improve/standardize how vidiotmaps are linked in the zone info box on the page for each zone. I crudely cobbled together something that worked when I updated that in the early wiki days, but now that I know slightly more I think I can make it better.
  2. The top post has been updated to include the i27p4 badges. If anyone notices any issues with the data please let me know.
  3. I've published an update to include the relevant emote changes from the Issue 27, Page 4 patch, as well as some general housekeeping fixes. The updated file is available at the post at this link above, and in the CoH Modder tool. More details are available in the changelog in the linked post above.
  4. Updated (in top post) to add/modify the following features: New badges for Issue 27, page 4 added Added badge listing by zone name to Safeguard/Mayhem exploration badges and Passport accolade requirements Added a sequential listing for each badge category (except Veteran and Wentworths, which were already listed sequentially, added a note in the menu for these) to match the in-game sequential list Removed many superfluous dividers and replaced them with titles, adjusted some category names to match in-game names, and re-categorized a few badges that were listed under the wrong category I also commented out the Favorites sections so that they would be hidden by default. They are still in the menu code, just commented out. So if you want to use the Favorites sections, just un-comment those sections (by removing the two forward slashes i.e. // at the beginning of each line of code) and add in your favorite badges. If you have been using the Favorites section, don't forget to copy your favorites from the old version to a safe spot before updating the mod! I didn't want to bloat the menu by making the sequential list its own main category, so I added the lists at the bottom of each categoric menu. That way it's available for those who want it, but unobtrusive for those that don't. Here's a screenshot of what the new sequential lists look like: If anyone notices any issues, please let me know.
  5. Users of CoH Modder may notice an error that states something to the effect of 'VidiotMaps I26 not found'. In order to make vidiotmaps more generic and remove the outdated reference to I26, I asked the admin for CoH Modder (The Philotic Knight) to rename the mod to just plain 'VidiotMaps'. Unfortunately that meant removing the old 'I26' version and creating the new 'VidiotMaps' mod in its place. I posted removal instructions for the old version of the mod in the CoH Modder thread at the link below: https://forums.homecomingservers.com/topic/21539-coh-modder/?do=findComment&comment=493775 This fix worked on my end, and I think it should work on your end as well. If not, please let me know, and I'll try to find a more ideal solution.
  6. I will no longer be posting updates to this thread. I have started a new thread at the link below for all future vidiotmap updates that I publish. Please visit the link below for all your vidiotmap needs: https://forums.homecomingservers.com/topic/37216-vidiotmaps-for-homecoming/ I will continue to monitor this thread, but if you have questions/comments/issues and see this post before posting, I encourage you to post at the link above instead. Thank you! EDIT: I will add the following note (copied from the thread linked above) for maximum visibility: Users of CoH Modder may notice an error that states something to the effect of 'VidiotMaps I26 not found'. In order to make vidiotmaps more generic and remove the outdated reference to I26, I asked the admin for CoH Modder (The Philotic Knight) to rename the mod to just plain 'VidiotMaps'. Unfortunately that meant removing the old 'I26' version and creating the new 'VidiotMaps' mod in its place. I posted removal instructions for the old version of the mod in the CoH Modder thread at the link below: https://forums.homecomingservers.com/topic/21539-coh-modder/?do=findComment&comment=493775 This fix worked on my end, and I think it should work on your end as well. If not, please let me know, and I'll try to find a more ideal solution.
  7. For those that are curious about how I came to post this thread, I offer the following (potentially sleep-inducing) information. Background And for those that want to know what the current full overhaul procedure entails, I've included a bit more detail in the spoilered section below.
  8. Last updated: July 08, 2025 Current version in City Mod Installer: Vidiotmaps for Homecoming (version 1.2.1) This post will cover the installation details, update log, and other technical information for the vidiotmaps map mod. I will cover background info and other non-technical information in a subsequent post. My eternal thanks to all those who have worked on VidiotMaps before me, and whose quality of work I strive to maintain and build upon. 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 the previous authors and 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. Installation Removing/Deleting Old Installations General Update Log Zone-Specific Update Log File Contents Outdated Files Future Work
  9. I can't help with the database connection error, but the VidiotMaps error is because the name of the VM mod was changed to just plain 'VidiotMaps'. Here's what you can do to stop the VM error: Go to your <CoH Install Folder>\mods folder In either that folder, or in the 'installed' sub-folder (likely the latter), you should see a file called 'vidiotmaps_i26_coh_modder.zip' Move that .zip file out of your CoH directory to a safe place (and retain it for now) CoH Modder should now run without displaying that VidiotMaps error. I have now updated vidiotmaps for i27p4 so you'll need to search through the uninstalled server mods list for 'VidiotMaps' and install that. It is currently on version 2 (v2) as of the time of this post. Once you have installed the new 'VidiotMaps' version and verified that the maps are working properly in-game, it should be safe to delete the ''vidiotmaps_i26_coh_modder.zip' file (that was moved in step 3 above) if you wish.
  10. If anyone happens to have any .demo files from past Halloween events that include an Eochai/Jack and Unseelie spawn, and wouldn't mind sharing the file(s) with me, please let me know. I am working on updating the Halloween GM spawn point maps (hoping to finish them prior to the 2022 Halloween event) and I need to QC some spawn data I got from the leaked game files. Thanks in advance!
  11. For a couple of reasons, I needed and ended up generating a dataset of all badge names (by category) in their in-game sequential order. I started with data from Badger and verified it against the in-game display, editing as necessary. I know some of the in-game sequential badge lists on the wiki have been updated (mostly by KaiMoon I think), but there may be others that need updating. I wish I had time to do it myself, but I've got other stuff (including a couple of planned wiki projects) I am working on for the forseeable future. So if anyone would like the dataset, please let me know and I can share. Otherwise, I'll add the update project to my long-term list.
  12. This is basically the theme behind a SG I belong to (The Long Riders), although we team and we can use the AH for selling (no buying except invention salvage for crafting recipes). I am playing it a bit more restricted and only slotting Basic IOs and lower that drop, and I play more with XP off than on so that I can hit every possible mission/arc. I'm just shy of level 25 now but I've probably got enough in merits and saleable set IOs at this point to easily fund this character's full set IO build when I retire him from the SG. Playing this self-sufficient character has made me realize the vast amount of resources this game showers upon its players.
  13. In this case, certainly, and not anything that would seriously limit the viability of the solution you presented. In my case (the one I dealt with a year or so ago), it was a deal-breaking inconvenience, for which I had to find a alternate solution (which, while not perfect, works quite well). At any rate, hopefully the OP has some usable options from among the solutions we presented. Apologies to the OP for getting slightly off-topic on the popmenu technicalities!
  14. Yes, I misspoke when I said it doesn't work, as it had been a little over a year since I dealt with the issue and my memory was a little hazy. My post immediately above has more clarification.
  15. Yes, I understood that, as I have extensive experience creating popmenus of all kinds. I was wondering specifically if you used the 'bind_load_file' command in your popmenu, and if you had any issues with it. The reason I ask is that the 'bind_load_file' command is known to have issues when called directly from a popmenu, as you have done (and as I tried to do in the past). The issue specifically is that while the system will report the bind file has loaded, in actuality the user either needs to 1) change zones or 2) restart the game client before the bind changes will take effect. There is some more info in this bug report thread. So, just be aware that if loading bind files via popmenu, you'll either need to zone or restart the game client before the new binds will start working.
  16. I am curious how you got this to work, as bind_load_file doesn't work has issues when called directly from a popmenu. I have to force it into the chat using 'beginchat' and load it from the chat bar. I'm curious if you have a different workaround.
  17. I assume that Killer Joe and Pacifist Joe are two separate characters, and not two different personas/builds of the same character. I don't know of a way to use $name like you want it to, but here's how I created one key that lets me load the character-specific binds for whichever character I am on. I don't have directories for each character, but I have one directory that contains a character-specific bind file for each of my characters. Using Killer Joe and Pacifist Joe from your example, and using numpad0 for the bind key, I'd have two bind files in a folder called 'binds', with the files named: binds/key_killer_joe.txt binds/key_pacifist_joe.txt Within each of those files, I'd have a bind that looked like (with <char_name> representing the name of the character as in the examples above): NUMPAD0 "bind_load_file binds/key_<char_name>.txt" Finally, you'll need to do a one-time-only chat command to set that keybind going forward. So on each character you'll need to issue the following chat command: /bind NUMPAD0 binds/key_<char_name>.txt From then on whenever you update the bind file for that character, all you have to do is press NUMPAD0 to load their character-specific bind file. If you have character-specific folders then you'll have to tweak the commands to use the character-specific folders. It sounds like you have multiple bind files per character. I assume those are rolling bind files, which might make setup a little more tricky, but certainly doable using the method above. I'd need to know more about the specifics of your bind folder/file setup to give more specific recommendations.
  18. Here's the most up-to-date list (assuming the devs haven't altered them since Page 3): https://homecoming.wiki/wiki/Loading_Screen_Tips
  19. For the folks that are familiar with the popular and/or 'best' non-AE missions to farm, what non-AE missions would be recommended for a spines/fire brute that isn't optimized, but can handle Briggs' 125 fire farm with minimal risk? I've got some older (but still applicable) testing data for that farm, but no non-AE farming data. If I get the time and motivation, I might try to compile some non-AE data for comparison purposes.
  20. There's one in the OP of the Silencing/Modifying specific game sounds thread, and there may be others floating about.
  21. This thread has some nice options for hi-vis cursor mods as well. There's a slider in the options (and I can't recall which tab offhand) that adjusts the cursor size up to 200% bigger. On a related note, that slider used to be set-able via a slash command, but that was broken in a patch almost three years ago. I used to have the max/min settings bound to a couple of keys and could bump up the cursor size with a press of a key when fighting commenced, then drop it back down otherwise. I know of at least two bug reports about it (Report 1 / Report 2) so if you'd like to be able to set the cursor size with a keybind or macro, it might not hurt to bump one or both of those bug report threads.
  22. Yes, you can. The Sister Psyche's Comrade badge and the Penelope Yin's Friend badge are an either/or requirement for the Task Force Commander badge and can be used interchangeably to earn that accolade. As to why the numbering was not changed, I cannot say for sure. Considering that it is still possible to run the Sister Psyche TF to earn her badge, I assume the devs felt that creating a new badge was more appropriate than renaming the existing badge.
  23. Found an even older thread with some nice testing data in it. Seems like a small price to pay to fix a bug. Give folks a heads up before it's implemented, so if they are close they can push to complete it, otherwise fix away. Skulls aren't exactly an endangered species.
  24. This was reported over the past few months in this thread and later in this thread (and these threads confirm what you noted), but more reports are always good to help increase bug visibility. I had not previously noted that Death Dolls were counting, so that is a helpful bit of additional info.
  25. Thanks again BlackSpectre for all the hard work!
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