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AboveTheChemist

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Everything posted by AboveTheChemist

  1. The issue was what I thought it was. I've fixed it and updated the files in CoH Modder, where the mod should now appear as version 2. PK, I ended up tweaking an existing script to process all the texture files. It's a really simple 20-line Python script that replicates the basic function of the detexturizer tool, and the part that fixes the textures is a single line. There's probably not a huge need for it, but if it's something you think you might want to integrate into the detexturizer just let me know and I am happy to share.
  2. Interesting. It looks like whomever made the mod also replaced at least some of the set IO icons with pog/icon combos to keep the set IOs from looking odd with the modded pogs from earlier. And you are right, they didn't quite get the pixel offsets correct so they do look a little shifted. The modded tech SOs do look kinda spiffy though. Your inspirations look stock to me but there might be a subtle difference I am not seeing. Here's what the stock versions of those two jump icons look like, but who knows what is in the modded ones. The jump height icon appears not to be used in-game (although a similar icon appears on some power icons I think). Distance - Height Edit: If you are interested, I exported everything from texture_library/gui/icons/enhancements from the original piggs and the homecoming piggs. This includes all the stock borders, pogs, and icons, plus a couple other goodies. It includes the original texture files, converted DDS files, and converted PNG files. It might come in handy if you end up doing serious work on your mod, especially if you need to see what the un-modded versions look like. It's a fairly small download (less than 5 MB I think). https://drive.google.com/file/d/1PdMq_eW-lCYFRDCch2tCGaKUshF_8pji
  3. Sounds interesting, and the rules sound reasonable. The idea certainly fits my playstyle well. I have a few character ideas I could dust off for this, and I could use a spark to get back to playing the game normally again rather than working on mods and stuff all the time. I wasn't totally clear if this was intended as more of a static group (which is fine with me) or if it's more of a play-as-you-can, but I assume it's the latter.
  4. I actually noticed that almost immediately last night when I first read the OP. I think that means I have spent way too long looking at how borders and pogs and icons align! On a more serious note, given the modded pog files that were posted above, I would be extremely curious to see a screenshot from the AH showing one or more of the defense sets like Karma or Red Fortune, and/or from one of the resist sets like Impervium Armor or Titanium Coating. Please do feel free to argue if you want, I am by no means an expert and I would be more than happy to be proven wrong if that is the case. It's certainly possible that there is a clever solution to all this that I have not considered. In the end as long as it works and/or looks like you want that's all that really matters.
  5. Those images do not look at all like what their unmodded counterparts look like in the pigg files. If you are using those as the 'Rosetta Stone' to try and decipher how enhancement icon modding works then I fear you are in for quite a confusing ride. Here's what the 4 files look like that I listed above. First is the border. I've spliced the two halves together for convenience, and in this case it's the invention border: Here is a pog (stun in this case): and here is an icon (Absolute Amazement) These just happen to be what I have on hand that I could post easily. As I noted before, you'll have to alter the specific part of the icon that you want to change, because as far as I can tell the game composites the images starting with the border(s), then then pog, and finally the icon. The result would look like this (after offsetting): If you look at all the Tech SO icons, and compare them to the generic IO icons (in the 'Icon Example' column), you'll notice that there isn't an easy way to map the generic IO icons onto their SO counterparts. For example, the Tech SOs for Defense Debuff, Healing, Hold Duration, Slow, To Hit Buff, and To Hit Debuff ALL use the same icon (which is called E_ICON_NANITE_01): The corresponding generic IO enhancements for those categories all use different icons (except for the two To Hit categories, which appear to use the same one). So, trying to map generic IO icons onto SO enhancements doesn't look like it would work since several of the SO enhancements seem to share common icons.
  6. I am not sure this statement is correct. E_ICONs apply to whichever enhancement type they were designed for. There are E_ICONS for IOs as well as for TOs, DOs, and SOs. And as far as I know, pog colors are universal regardless of enhancement type. Healing generic IOs, healing SOs, and healing set IOs all use the same green background and presumably the same pog. The HC wiki has a list of pogs, which appear in the 'Color Example' column. I haven't checked if that table is complete but it appears at least mostly complete. The resist SO you show in the top post just has what looks like the damage resistance pog (the colors are sometimes hard to tell for sure). without any icon overlain on top of it. I would guess that either the icon that is supposed to be there is a transparent image, or perhaps it's been replaced by the pog itself.
  7. I read this post last night and pondered for a while how I might respond, but ultimately I decided not to respond because I wasn't sure I fully understood your goal, and I wasn't sure I could definitively answer it regardless of my understanding. What I do know is that each enhancement icon image consists of 4 files: two files define the icon border, one for the left half and one for the right half, with filenames that begin E_ORIGIN one file that defines the icon background color, which I commonly refer to as the 'pog', with filenames that begin E_POG one file that defines the icon image, with filenames that begin E_ICON My best guess is that the game builds the various icons from those component pieces. That's how I do it when I am generating icon images to go on the wiki. I start with the two border images, essentially putting the two halves together to make a whole border, then I overlay the background pog on top of that, then finally I overlay the icon image on top of that. There is some offsetting involved, because the files are of different sizes and don't always overlay perfectly on top of one another, but that's the basic idea. You may already know this, but each texture file consists of some header data placed on top of an image file. Reading the posts above again, it sounds like you likely need to look in the piggs to figure out the icon texture names (the files will start with E_ICON) for the various SO textures you want to replace. You'll need the header data from those texture files (which I'll call the source headers). The destination files will be the texture files that you want to show up on the SOs. You'll need to remove the headers from the destination files, and replace them with the source headers. The Philotic Knight created a handy Detexturizer tool that can assist with that. The final texture file, which will contain the source header and the destination image, should be named the same as the source texture and saved in the appropriate folder as noted below: <CoH Install Folder>/data/texture_library/GUI/Icons/Enhancements Keep in mind that my experience with enhancement icon modding is quite limited (I've only done one that I recall), so I might have missed a step and/or might be overlooking something critical. Also consider that replacing those icons will replace them everywhere they appear, so any such mods might have unintended consequences.
  8. Zone: Nova Praetoria Location: River Rat volume #6 (as denoted on the Nova Praetoria vidiotmap), denoted internally as volume 'PraetoriaBridge2', with center coordinates [-2934.5 -80.5 -512.0] Brief description: This volume is elevated 1.5 feet too high. Players cannot enter this volume along the north-south axis solely by swimming, and those that try end up swimming beneath the volume. Detailed description: In the course of gathering data about all River Rat volumes, I noticed that I could not trigger this volume by swimming into it from either the north or the south. I compared the center point coordinates (which I computed from the leaked source geometry data) of this volume to every other River Rat volume and noticed that every other River Rat volume had an elevation coordinate of -82.0, whereas this volume had an elevation coordinate of -80.5. I further noted that while swimming, my character's elevation coordinate was -82.0, and I concluded that I was swimming under the volume, rather than into it. Jumping or otherwise raising my elevation to -80.5 successfully triggered this volume. The volume boundaries are not visible in the game client, but here are a couple of screenshots showing the data from the leaked geometry files, specifically the 'P_City_00_01_layer_Badge_Tourism.txt' from the Nova Praetoria geometry data.
  9. Sure, I am happy to look into it. I am not 100% certain that the issue is what I think it is, but signs point that way. GIMP was one of the converters that I tried that caused the issue, but honestly all the converters I tried caused it and I ended up having to fix it post-conversion via a script. I am not sure if that will be the best route here, but I'll let you know!
  10. I am not a dev, but I have spent a fair amount of time over the past few days studying the River Rat volumes. A vidiotmaps user mentioned a while ago that some of the River Rat location markers on vidiotmaps were not quite right, and there was some recent discussion on discord to that effect as well. As a result I've located the River Rat volume boundaries and center points as precisely as possible for inclusion in a forthcoming vidiotmaps update of the Nova Praetoria, Imperial City, and Neutropolis maps, and I'll update the /thumbtack coordinates in a few of my other mods at the same time. I'm not sure if that will satisfy any of the issues that prompted this thread, but at least those particular mods will have more precise location information for the River Rat markers. In the course of my data gathering I only had real issues with one volume, and that was for the volume denoted on the Nova Praetoria vidiotmap as River Rat #6. In a nutshell, that volume is set 1.5 feet higher than all the other River Rat volumes and as a result, characters that attempt to enter this volume via swimming along the North-South axis end up swimming under the volume and not getting credit. Flying or jumping just above water level seems to award this location without issue, and the analogous River Rat #6 across the zone border in Imperial City does not have this issue. I plan to post more details in the geometry errors thread later. Otherwise, swimming or otherwise traveling at or a few feet above the water surface should be sufficient to trigger all the River Rat locations. Edit: Geometry error report posted here for anyone that is curious
  11. Just FYI a user recently reported an issue with this particular mod. In the process of digging I found an older post that appears to be the same issue. The user in the first report was able to correct the issue by setting the world texture quality to medium or higher. Seeing that solution, coupled with the 'scrambled' appearance of the textures in both reports, leads me to suspect that the issue might be the same one I ran into earlier this year in my first few batches of map mods. There is more info in this post, but in a nutshell several of the image to DDS converters I tried all set the 'number of mipmaps' flag in the DDS header to 1, when it should have been set to 0.
  12. Glad you were able to fix the issue on your end! You may be able to contact a mod about moving this thread if that is what you wish. I ran into a similar issue with textures I modded appearing 'scrambled' at lower world texture quality settings. In my case it was related to a flag in the DDS header being set to 1 when it should have been set to 0. I posted more in-depth info in this thread for anyone interested.
  13. Are you using an inspiration icon mod? I don't think I've ever seen this happen with the standard inspiration icons and I've done a lot of testing with the texture quality settings for other texture mods.
  14. Glad it helped! I pulled STONE_LOOP out of the piggs and while I am not familiar with the sounds that power set makes, it certainly seemed to fit the description of the low rumble you posted earlier. I've attached it here if you want to check. Stone_loop.ogg
  15. I am not sure if it is still available, but The Philotic Knight generated a Rosetta Stone spreadsheet that contained the sound file info for all (or nearly all) sounds in the game. I looked in my local copy and found the following files associated with Stone Armor: SOUND\OGG\POWERS\MOLTENSTONE SOUND\OGG\POWERS\MOLTEN_LOOP SOUND\OGG\POWERS\STONE4 SOUND\OGG\POWERS\GLOW5_LOOP (listed above) SOUND\OGG\POWERS\STONE_LOOP SOUND\OGG\POWERS\GRANITEEXPLO SOUND\OGG\POWERS\HEAL1 SOUND\OGG\POWERS\REGEN8C SOUND\OGG\POWERS\GRANITE3 SOUND\OGG\POWERS\MINERAL_LOOP SOUND\OGG\POWERS\GLOW6_LOOP (listed above) SOUND\OGG\POWERS\MUDPOTS_LOOP SOUND\OGG\POWERS\STONE6 You already listed a couple, which I noted above, but I'd try some of those, starting with the ones that end in _LOOP. I'd start with STONE_LOOP, as it looks like it shows up in several of the toggles for that set.
  16. Some of the statements in your post contradict the evidence in the top post, my own testing (see attached image), and the statement from Booper above. Ultimately it looks like converting by category from the uncommon to a rare in each of the 4 main travel sets is still guaranteed.
  17. Thanks for bringing this up Ukase, and thanks Booper for the clarification. I thought for sure this was a bug and was going to devote some time on Beta later testing it. Looks like I will be devoting that time instead to updating my conversion possibilities menu, since it treats the two categories as separate for conversion purposes.
  18. I can't speak to how consistent it is, but I have multi-press keybinds (meaning each bind requires multiple presses to turn on all powers contained in the bind) on each of my characters to turn on all of their defensive abilities. For example, the bind on one character is: MULTIPLY "powexec_toggleon Maneuvers$$powexec_toggleon Weave$$powexec_toggleon Combat Jumping" Here's the output from my logs when I first press the bind: 2020-07-22 21:19:33 Now readying Weave instead of Maneuvers. 2020-07-22 21:19:33 Now readying Combat Jumping instead of Weave. 2020-07-22 21:19:33 Your Combat Jumping has made you harder to hit. So it skips Maneuvers in lieu of Weave, then it skips Weave in lieu of Combat Jumping. Technically it seems to read the bind left to right, but executes the binds in order from right to left. With the second press of the bind I get: 2020-07-22 21:19:34 Now readying Weave instead of Maneuvers. 2020-07-22 21:19:35 You start to Weave and are now harder to hit and Immobilize. Again it skips Maneuvers in lieu of Weave. Finally with the third press I get: 2020-07-22 21:19:38 Rustin Peace increases your team's Defense with good Maneuvers. 2020-07-22 21:19:38 Your Maneuvers increases your team's Defense. I could probably make a bind to activate these powers with fewer keypresses, but for my generally casual playstyle it works fine. Another bind example, which I use for consuming +END inspirations, is: END "tell $name, Endurance$$inspexec_name Second Wind$$inspexec_name Take a Breather$$inspexec_name Catch a Breath" Pressing it consumes one +END inspiration in order of preference from Tier 1 to Tier 2 to Tier 3 depending on what is available in my inventory. I don't have representative log output for it but I've used it (and similar binds for other inspiration types) enough to know that it consumes small inspirations first, then mediums, and so on, with each keypress. So it also executes from right to left.
  19. I was about to type up a warning not to try this because, as I alluded to in my post above, another posted and I did some testing with binds that are identical to the form you posted and had no luck getting them to work (and they failed in the same manner when the commands were swapped). The subtle yet significant syntax difference as presented in the OP seem to be the key to getting binds like that to work. EDIT: Looking at the commonalities in the thread I linked here, the one I linked in my previous post, and your binds, they all involve movement commands. It might be that movement commands are problematic in this type of bind.
  20. Not sure if this counts, but in searching for something else, I found (in one of your threads, oddly enough) a post where I noted keybind behavior similar to that described in the OP. At the time I wrote it off as a bug (and it looks like you did too!), but that post contains a link to another thread wherein some of my testing is described. It's more of a 'what not to do with this awesome power', and might not be helpful at all, but I thought I would mention it nonetheless. I'm glad someone was able to turn this seemly odd bind behavior into something quite useful! EDIT: You posted while I was composing this post initially, but the behavior you describe is exactly what was noted in the post I linked above.
  21. There could well be, and if so that's probably what got me. There was a span of several months over the summer where I didn't play my live characters much if at all, and the one I did log into (to check AH activity) is the one that ended up leader.
  22. I may have had this happen in my personal SG as well. I checked the SG roster the other day and Character A, who I thought was the leader, was no longer the leader. Character B had been promoted to leader. I wrote it off to my having forgotten that I promoted Character B to leader, but I honestly don't know why I would have done that.
  23. It might have been in one of Avernal's excellent bind guides that were published early this year. I think this guide is where it is discussed the most. It's not the exact same implementation, but pretty close.
  24. It might also be useful to display the level range of each set, and/or allow the user to filter by level or a range of levels.
  25. From the server maintenance announcement on Discord (bolding by me to highlight the portion that seems most relevant to this thread):
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