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Everything posted by AboveTheChemist
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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.
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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.
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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.
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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.
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Code for the Market needs an overhaul
AboveTheChemist replied to Without_Pause's topic in The Market
My guess is that what you are seeing is one of the variants of the 'shared sales history' bug that has been documented in this thread. While I don't see that particular enhancement among those documented in that thread, that doesn't preclude it from being impacted by this bug. If that is the case, then the prices you are seeing are the sales prices for some other AH item. If you click the 'Find' button on one of your bids, do you occasionally get a completely different (and perhaps more appropriate) set of sales prices? -
Loading Screen Tips
AboveTheChemist replied to GraspingVileTerror's topic in Unofficial Homecoming Wiki's Forum
Loading screen tips have now been overhauled. I pulled a bunch of old (mostly no longer relevant) tips and added any new tips. The tips on there are as they appear in the current game files. I also deleted/renamed categories as appropriate. There may be a tip or three that might be better suited for a different category, as I didn't spend a ton of time pondering each tip and which category it best fit. I also added links as best I could to the tips I added/edited. There were a couple of tips that still might have some relevance, and I thought of perhaps adding a 'historical tips' section at the bottom for any that fit that bill. I did not do that but I'll keep thinking about it. Its easy enough to copy them out of the history and add them back to the page if so. Most of the ones I removed, though, were no longer relevant at all. -
The top post has been updated to include the settitle ID/badge name/badge tag dataset (which has been updated for the i27p3 and 2021 winter event badges), as well as updated screenshots and descriptions of the various rewards for earning all the badges. If anyone notices any issues with the data please let me know.
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tracker Badger - CoH Badge Tracker Website
AboveTheChemist replied to KeyboardKitsune's topic in Badges
I checked the Candy Keeper a little while ago and didn't see either of them on the list. Looking at some of the winter badges on Badger, I see a few that have the wrong cost. I have some more data maintenance to do in the next few days so I can adjust those winter badges appropriately while I am in there. -
ATC's Badge List PopMenu
AboveTheChemist replied to AboveTheChemist's topic in Tools, Utilities & Downloads
I'm quite glad that you continue to find this menu useful! There is not currently a way that I am aware of to export the badges from a popmenu for importing into Badger. However, Badger does have a fairly easy to use, if somewhat occasionally quirky, import tool that lets you import all of a character's badges from chat logs. If that is of interest, I wrote a walkthrough for importing chat logs into Badger. -
tracker Badger - CoH Badge Tracker Website
AboveTheChemist replied to KeyboardKitsune's topic in Badges
The new winter event badge has been added, and I submitted some general cleanup of a few other badges to bring them up-to-date. I updated Ripple Raider to remove the 'no deaths' requirement and to add the specific list of AVs needed. I was hesitant to add the AV list simply because I don't think of Badger as a 'full spoiler' site (that's what the wiki is for) but when I looked at comparable badges I concluded that adding the list would be roughly in line with the amount of spoilers on similar badges. If anyone feels that this addition was indeed too spoilery, please let me know and I'll take another look to see if a compromise is feasible. -
Extor's Emotes Popmenu - express yourself!
AboveTheChemist replied to Extor Prime's topic in Tools, Utilities & Downloads
I've published another update to include all the new emotes introduced in the Nov 30, 2021 patch. The updated file is available at this post above, and in the CoH Modder tool. More details are available in the changelog in the linked post above. -
Offline Map Viewer
AboveTheChemist replied to AboveTheChemist's topic in Tools, Utilities & Downloads
I've updated the Zone Maps and TSP maps in the top post above, to account for recent changes to a few of the maps in each mod. If updating the Zone Maps, I recommend deleting the previous install and starting fresh with the downloaded files. Updating the TSP maps can simply be done by overwriting the existing install with the downloaded files. Now that the Winter event is underway, don't forget that a complete set of winter gift maps is available as well. My previous two posts have more information, and the data is available in the top post. -
VidiotMaps for Issue 24 and Beyond
AboveTheChemist replied to Blondeshell's topic in Tools, Utilities & Downloads
The most recent updates are available at this link: Click here for updated maps General update details are available in the spoilered section below: -
issue 27 Patch Notes for November 30th, 2021
AboveTheChemist replied to The Curator's topic in Patch Notes Discussion
An official comment was made in another thread. -
VidiotMaps for Issue 24 and Beyond
AboveTheChemist replied to Blondeshell's topic in Tools, Utilities & Downloads
I recommend posting your issue in the CoH Modder thread. It looks like you downloaded the source code, rather than the executable, but you'll likely get faster and more reliable troubleshooting in that thread. -
issue 27 Patch Notes for November 30th, 2021
AboveTheChemist replied to The Curator's topic in Patch Notes Discussion
Haha, the keyword there was 'testing'. I was testing the emotes to see if they really were locked, so I used a character without that badge. I am updating the emotes menu to include them, and will use the 'LockedOption' feature to allow them to be used once the badge is earned. Along those lines, it might be worth considering having those emotes unlockable by more than one exploration badge. The badge in question is heroside, so perhaps allow it to be unlocked via a redside badge (like 'Sweet Tooth' in Cap au Diable) and a goldside badge (perhaps 'Don't Drink It' in Neutropolis or 'Binge Eater' in Underground Neutropolis), so characters that are strictly red/gold side can have access to the emotes. There may be more thematically appropriate badges, I just looked for ones whose names evoked eating/drinking. -
issue 27 Patch Notes for November 30th, 2021
AboveTheChemist replied to The Curator's topic in Patch Notes Discussion
Just did some testing of the new emotes. The various new 'eating donuts' emotes were locked behind said badge, but I was able to use the 'ddcoffee' and 'ddcoffee2' emotes without having said badge. -
Show possible outcomes when converting.
AboveTheChemist replied to Neogumbercules's topic in Suggestions & Feedback
For the few who may actually use the menu, I have updated the conversion possibilities menu. I added the new i27p3 enhancements and cleaned up a few other things. If anyone notices any issues please let me know. Edit: Updated Dec 11, 2021 to account for the fact that the 'Running' category and 'Running & Sprints' category are considered the same category for conversion purposes. Same with 'Leaping' and 'Leaping & Sprints'. Edit: Updated Feb 6, 2022: I've added a Rare Roulette quick reference menu, and started a dedicated thread for this mod. You can now find the mod at the link below. Any future updates will be noted in that thread. https://forums.homecomingservers.com/topic/34310-conversion-possibilities-and-rare-roulette-quick-reference-popmenus/ -
Recipe salvage components dataset
AboveTheChemist replied to AboveTheChemist's topic in Tools, Utilities & Downloads
I've updated the dataset in the top post to include the new enhancements introduced in i27p3. I've been using this dataset for nearly 2 years now without any issues, but if anyone notices any errors please let me know. -
I do not, sorry. Here's a preview of the map (click to enlarge). The spawn locations are denoted with the little 'V' symbol from the center of the Epidemiologist icon.
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The spawns for Epidemiologist have already been added to the Abandoned Sewer Network map as part of the vidiotmap update for i27p3. On the map, Cortex and Grey Matter spawn at the easternmost spawn. Salamander and Newt are at the southwestern spawn, and Pathogen and Malady are at the northwestern spawn. I'd like to eventually add this to the wiki page for the Epidemiologist badge (which doesn't exist yet) but I've been wrapped up with updating other stuff.
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tracker Badger - CoH Badge Tracker Website
AboveTheChemist replied to KeyboardKitsune's topic in Badges
I disagree that it is definite, but as I've said I'll look into it and if that appears to be the most appropriate approach then that's the correction I'll make. Thanks again for pointing these out! -
tracker Badger - CoH Badge Tracker Website
AboveTheChemist replied to KeyboardKitsune's topic in Badges
The current wording is: Conquer all three challenge encounters (including all 12 AVs) I have a couple of options in mind: Option A: Conquer all three challenge encounters (including the following AVs: <AV_LIST>) Option B: Conquer all three challenge encounters (including all AVs) I only played the ASF during closed beta and don't remember the specifics of that mission, but as I understand it there are other AVs (including Apex) that must be defeated as part of the mission requirements, but not part of the requirements for that badge. I want to word it so to minimize the opportunity for confusion and I think option B does a slightly better job of that but I'll think about it a bit more and perhaps hop on Beta and see what I can see.