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AboveTheChemist

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Everything posted by AboveTheChemist

  1. I'm slowly whittling away at my list above. Between my mods, the wiki, and the Badger site, it's been a busy 24 hours! Speaking of Badger, if anyone needs the icons for the new badges to put on the wiki, I have them all from where I extracted them from the piggs for use on the Badger site. Just let me know and I can pass them along. I think they are also posted in the i27p3 patch notes thread too.
  2. Last night I submitted a pull request containing the new badge data for the badges that were added/updated with i27p3. Those changes will go live once the site owner has a chance to merge those updates. The new badges may not appear in the same order as they do in game, because I wasn't sure of the correct display order, but I hope to do some more testing in the next week to determine the correct order and submit that change as another pull request. EDIT: Looks like the changes have been merged now. I still need to fix the ordering but the badges at least are in there now for tracking.
  3. Updated (in top post) to add/update badges for i27p3. Please let me know if you notice any issues. Edit 01-Dec-2021: Updated thumbtack for Vision of Ambition, and corrected name of 'A Light in Dark Astoria'
  4. The updated vidiotmaps for Abandoned Sewer Network, Cap au Diable, and Cimerora were published this morning shortly after i27p3 was released.
  5. Added Cimerora map, which just received a full complement of exploration badges, and updated Cap au Diable to account for updates to the underlying vidiotmap. Installation instructions and change log are available in the top post. Edited Dec 01, 2021 to update Cimerora map due to relocation of Vision of Ambition map. The badge was moved a short distance and the change is quite minor.
  6. I've updated the popmenu to include the new badges in Cimerora. The updated files are available in the top post. Edit 01-Dec-2021: I uploaded new mod files to account for the slight adjustment to the position of the Vision of Ambition badge in Cimerora.
  7. I've published a minor update to include the new innertube emotes per the i27p3 patch notes. The update file is available two posts up, and on the CoH Modder tool.
  8. The most recent updates are available at this link: Click here for updated maps General update details are available in the spoilered section below:
  9. This is definitely a known issue. I've posted about it a few times in the past, and when the /thumbtack command was in testing I posted about it on the testing discord. A dev (Faultline) responded there, and I've quoted his response below:
  10. As far as I know, there is currently no other way of referencing an auction house commodity as a slash command parameter other than by internal name. In addition to coding the slash commands themselves, this proposal would likely require the devs to create an alias system to allow reference by some name other than the internal name of the commodity. I have no idea the amount of work that might entail, but I suspect that if it were easily done, it would have been considered and/or implemented already for use with the various /boost commands on beta that grant enhancements for testing builds. In the scenario where the devs say "We'll provide the slash commands, but the commands must use the internal names", then someone (either the devs or the playerbase) would need to compile a dataset that relates the internal name to the common name of each commodity. I've done that for the commodities (enhancements) available in the freebies menu on beta, and it was a non-trivial task that involved mining the leaked game data as well as data mining either in-game or from the devs themselves for commodities that were added post-shutdown. That was followed by a healthy dose of verifying that the data I mined was correct. Compiling (and verifying) such a dataset for all possible auction house commodities would not be an impossible hurdle, but it would be a hurdle nonetheless. Then there's the task of making said dataset readily available to the playerbase, in a format that is easy to understand and use, which would be another non-trivial hurdle. I don't intend this post to discourage the proposal, but from my perspective there seem to be some challenges to its implementation. Whether or not those challenges outweigh the potential benefits is a question I can't answer.
  11. Yeah it sounds like it might be something with the mouse itself, but maybe there's a settings menu for the mouse that would let you see/change how the buttons are set up? I'm getting way out of my element there though.
  12. I wonder if the mouse wheel is somehow toggling click-to-move? I am not sure where that setting is offhand (might be under Options > Controls) but if you can locate it in options you might check there. Otherwise you might try exporting your binds with the /bind_save_file command (or just /bind_save if you don't want to give the file a custom name) and look to see what the binds are for these keys (if they are in there): LBUTTON RBUTTON MBUTTON BUTTON4 BUTTON5 BUTTON6 BUTTON7 BUTTON8 MOUSECHORD MOUSEWHEEL You might also check for key combos that involve these keys plus a chord key (ALT, CTRL, or SHIFT), although that's probably a long shot. You could also just rebind the mouse wheel with: /bind MOUSEWHEEL "+camdistadjust" That will set it to only zoom in and out (in case it was bound to multiple commands previously).
  13. Unfortunately, no. The only allowable chord keys are ALT, SHIFT, and CTRL. Keybind combinations can only be made with one of those keys plus another key.
  14. They (along with the small entourage they surround themselves with) are level-less.
  15. No, please see this post (from a dev) for more info.
  16. It's not something that I plan to fix because what you describe is this mod working as intended. Perhaps I wasn't clear enough about this point, but these maps are meant to be used instead of vidiotmaps (or whatever in-game maps are currently in use, if not vidiotmaps) when you want to focus on gift collection once the winter event starts. When you are finished collecting gifts, then un-install this mod (directions are in the top post) to return to using your preferred in-game maps (vidiotmaps or otherwise). I tested a version with the gifts overlain on vidiotmaps, but the maps were just too cluttered with symbols, so these maps are the stock zone maps overlain with a light white transparency to help the gift markers stand out.
  17. Since my previous post, I adjusted the cropping slightly on some of the maps, so for anyone that has downloaded the maps since my last post (6 hours or so ago), you may want to download it again. The map contents didn't change, but some of the maps are cropped a bit more effectively now. I've also made all these maps available on the winter gifts wiki page for anyone that wants to access them that way.
  18. I have updated the CoH Event Maps as follows: replaced all winter event maps from others with maps of my own making (as detailed in this post, which contains in-game versions of these maps) The data link in the top post has been updated, so please visit that link for the updated data. Users can safely delete the previous versions of the winter event maps (whose filenames begin with the 'Holiday_Gifts_' prefix) from their installation, as the new images use a slightly different naming convention.
  19. Please limit discussion/feedback in this thread to the use and development of this mod. Thanks! In order to facilitate the collection of the clickable gifts that appear throughout various zones during the winter event, I developed a set of in-game maps depicting the location of each gift in the 25 zones that contain clickable gifts during the winter 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 Gift Collection Update Log
  20. Minor issue but a couple of the recipes for the new set IOs are using names for previous iterations of their respective enhancements, see attached image.
  21. There are 6 new badges (for a total of 8 exploration badges), and there is an exploration accolade for getting them all. Hints and a sneak preview of the updated Cimerora vidiotmap are in this thread if you need them.
  22. That certainly seems like a reasonable explanation as well (I had forgotten about the Hydra trial door). It also seemed to me that the badges being at the connection nodes along the blue line was coincidence rather than intent. The Sewer Network map similarly has a blue line with badges at the connection nodes, although there doesn't appear to be anything at the center of the network like the Hydra trial door.
  23. I spent some time updating the Abandoned Sewers Network map last week as part of the upcoming i27p3 content, and a good chunk of that time was spent pondering the exact meaning of that blue line and whether it should connect to each badge. My conclusion was that the blue line was intended to show the shortest path between entrances and between sections of the zone, and not necessarily be a connecting line between badges. If there is evidence to the contrary I am happy to consider it.
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