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Everything posted by AboveTheChemist
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My plans for the Wiki
AboveTheChemist replied to Mathew322's topic in Unofficial Homecoming Wiki's Forum
Overall I like it. I was a bit dubious about the table initially, then I visited the ferry page and saw that the stops are all listed out anyway. I definitely think that the table is the most useful way to present that info. -
The badge text for 'Adept' reads: complulsary should be compulsory I think.
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tracker Badger - CoH Badge Tracker Website
AboveTheChemist replied to KeyboardKitsune's topic in Badges
I sent you an invite for the PM conversation where we've been discussing the details. For now I think the plan is to use the main HC discord, but if a better option presents itself in the meantime then we may use that. -
Just to piggyback on what Michiyo said, if you need to delete a fog of war file but only want to delete the file for one character and not all of them, simply log that character on and clear some of the fog of war for the map you are on (or on another map, if your current map is already clear). Then, log completely off and look in your fog of war files. The most recently modified file will be the one for that character and you can delete it without impacting the fog of war for your other characters.
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tracker Badger - CoH Badge Tracker Website
AboveTheChemist replied to KeyboardKitsune's topic in Badges
Just FYI for anyone that might be interested, we are doing a training session this coming Saturday evening eastern US time, probably around 7-ish but that is not set in stone yet. I am going to be reviewing what it takes to create new badges and update existing badges in Badger. We are currently planning to meet over Discord. Anyone is welcome to attend, but please be serious about your willingness and ability to commit time to assisting with maintaining Badger going forward. Basic working knowledge of GitHub is helpful but not required. -
No need to do it manually, as both Badger and City of Badgers use a settitle bind to mass report all badges to the chat log and then a log parser to parse the log. The instructions for Badger are in this post I made in the Badger thread, and for CoB, click the FAQ at the top and there are links that explain the process. And yes, this is the best (and only, as far as I know) method currently available.
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Halloween GM Spawns -- Information
AboveTheChemist replied to brass_eagle's topic in General Discussion
It can sometimes be difficult to tell whether the pumpkins have been disturbed or not. Sometimes they break open when disturbed, and some just move slightly. I have sat and watched so many sets disappear when the new GM spawned that I am 99.9% confident that the OPs original assertion is correct. And to tidge's most recent post, I have also seen old batches of pumpkins linger when a new GM spawns, but it's only the disturbed ones that do. -
This is a common and well-documented bug in both Mercy Island and Port Oakes that I think dates back to the release of CoV. I don't have time at the moment to dig up the other threads about it (to help provide more info) but there are several. Faultline explained it to me on Discord a while back, and I've posted that in at least one of the previous threads. If I have time later I'll try and dig them up.
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Halloween GM Spawns -- Information
AboveTheChemist replied to brass_eagle's topic in General Discussion
This exactly matches my observations and experience, and I have spent a large amount of time over several years testing Halloween GM spawns, both on Brainstorm and on Live. -
Have an Official Test Server Base.
AboveTheChemist replied to Mystoc's topic in Suggestions & Feedback
I wouldn't get my hopes up for an official base, but you never know. I've posted my code in as many places as I can think to enhance visibility, including here and on Discord. As I noted, it used to show up on login as well, but apparently no longer does. Probably the easiest solution is to include it (and any other bases) in an official welcome message when logging in to Brainstorm. Edit: I hopped on Brainstorm last night to add a tip computer to the PPOC-5 base, and when I logged on I saw the welcome message that included the base code again, in the Gold Standard chat channel. That is an opt-in channel so it wouldn't help for new folks, but at least it is still there. -
Vidiotmaps for Homecoming
AboveTheChemist replied to AboveTheChemist's topic in Tools, Utilities & Downloads
Click the 'City' tab in the map window. There is a legend there, for any area of CoH that you are in. -
Have an Official Test Server Base.
AboveTheChemist replied to Mystoc's topic in Suggestions & Feedback
Feel free to use my transport hub on Brainstorm, PPOC-5. What it lacks in style, it makes up for in practicality. The portals are clearly marked and it should have all the amenities you need (except maybe a tip computer, which I can add). If you need something it doesn't have, just ask and I'll add it. It has been around since the last server wipe 3-4 years ago. EDIT: It used to be listed in the welcome login message for one of the Brainstorm channels, but I think that channel went away (or maybe I got booted) as I don't recall seeing that message in a while. -
[OPEN BETA] Patch Notes for October 5th, 2024
AboveTheChemist replied to The Curator's topic in [Open Beta] Patch Notes
I agree with this assumption. Based on what I saw, the spawn point seems just far enough away that the drone doesn't auto-zap the GM/Unseelie when they spawn in. They have to wander a little into range of the drone before it zaps them. -
My guess is that the AH bugged and listed a stack of 10 somethings that you had in storage, rather than the item you intended to list. It's a rare bug but one that a few of us have encountered. Check your 'selling' tab for a stack of 10 items that you don't recall listing, at the price you listed for the item you originally intended to sell, and that's probably the culprit. The thread at this link has the oldest known report (as far as I am aware) about this bug, and my own bug report about the encounter is there. The thread at this link has a much more recent bug report about this issue. Finally the thread at this link has a PSA I posted shortly after I encountered the bug in which I detail the only way I know for sure of avoiding this bug. Basically, if you store stuff in the AH, remove those items from storage before posting things for sale. I've probably cross-posted some of those same links in those threads, but more bug visibility never hurts.
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Halloween event GM spawn maps
AboveTheChemist replied to AboveTheChemist's topic in Tools, Utilities & Downloads
I agree. The data for the KW and AP maps had to be collected the hard way, by killing the GM and observing the locations where it respawned (thank goodness for Beta powers). Some locations were far less likely to spawn a GM than others. Between the two zones I probably had upwards of 100 GM kills before I had enough data to consider the dataset complete. That being said, the PI points, like every other map in this collection that isn't KW or AP, was parsed directly from the leaked game data files. I suppose there is a slim chance that the HC devs turned off that particular spawn point in PI, but I doubt it because there doesn't seem to be a compelling reason to do so. As of last night I have characters stationed at that point on each live server, so I can log in occasionally to cycle through them in hopes of confirming that the GM does spawn there. I feel like I have seen a GM there in the past but I don't have logs, a screenshot, or a demo to definitively prove it. The other option would be to hop on Brainstorm and start blasting Halloween GMs in PI until I spot one there, but that could take a while and will be my option of last resort. I have the new maps completed, I just need to do a final QC check before I update the mod with them. And for anyone that read my message from last week about the popmenu, I did create an optimal path menu for the Halloween GMs. Given the apparent lack of demand for it, I don't plan to release it publicly but if anyone would like to try it out, I can provide a copy. -
Halloween event GM spawn maps
AboveTheChemist replied to AboveTheChemist's topic in Tools, Utilities & Downloads
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City names on map in Tram station
AboveTheChemist replied to LadyStealth's topic in Suggestions & Feedback
Correct, vidiotmaps used to include an annotated version of the map texture visible in the tram lobby, but I removed it. It was more or less identical in appearance to the annotated city map visible from the 'City' tab in the map window, with a vidiotmaps legend and some other text explaining some symbols seen on vidiotmaps. One of the reasons I removed it is that, in the context of the tram lobby, the texture made no sense. Call it immersion breaking or whatever, it didn't make sense to have the vidiotmaps legend show up in the game world like that. The more important reason is that the map in the tram lobby is a game world texture subject to the 'World Texture Quality' graphics setting. Meaning that if your 'World Texture Quality' setting was on the low end, the map in the tram lobby was low resolution and the text was nearly unreadable. The version that shows up in the map window doesn't have that issue because map window textures always display at their highest possible resolution (they are uncompressed and have no mipmaps, for those that know what those are). You could try to get around that texture quality issue by supplying an uncompressed tram map texture and/or one without mipmaps, but I am not sure that wouldn't cause issues/crashes in the game, since the game is expecting a compressed texture with mipmaps. I'll just say I wouldn't get your hopes up with that potential solution. The tram map and the map in the 'City' tab of the map window both have a resolution of 512x512. For those that might want to tinker with it, it lives in: data\texture_library\MAPS\city\citymap.texture Needless to say I won't be altering vidiotmaps to include a new tram map mod, but if someone else wants to give it a go as a separate mod, feel free and I am happy to offer assistance if you get stuck. -
tracker Badger - CoH Badge Tracker Website
AboveTheChemist replied to KeyboardKitsune's topic in Badges
City of Badgers is an excellent alternative to Badger if you are looking for one. If you are using my BadgeSetList menu, I'd recommend checking the sequential lists I've provided therein. That's probably the easiest way to spot missing badges. I thought I had made the answers to these two questions clear in previous posts in the thread, but in the interest of not repeating myself, I'd recommend re-reading the past few thread pages starting with my post at the bottom of page 12. It's real life that's gotten in the way. I actually had time ready to carve out to work on this, but then Hurricane Helene hit, and as I work for NC Emergency Management, much of my free time was lost with that. The free time I have had to work on CoH stuff since then, I prioritized to some Halloween-related updates. I'm starting to feel like a broken record here, but I'll get to it as soon as I have the time. -
I say edit away, and make it an official wiki document. I certainly appreciate the effort of past editors, but my personal opinion is that if the page is no longer accurate or could otherwise be edited to convey its information more efficiently, then it should be edited to correct those issues. Paragon wiki will stand for all time as a snapshot in time to preserve the work of editors past. This is Homecoming, and I have no problem with any change that needs to be made to make the HC wiki represent the game as it is now. Again, just one man's opinion.
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How do I contact the Develoeprs here?
AboveTheChemist replied to caleban's topic in General Discussion
I summoned Jimmy once by complaining too much about some minor issues with the freebies menu. He showed up and put me in charge of it! -
Hamidon Halloween Costume is event salvage. Second one down under Halloween event salvage. https://homecoming.wiki/wiki/Event_Salvage Edit to add that I've always found the description of it hilarious as well.
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[OPEN BETA] Patch Notes for October 5th, 2024
AboveTheChemist replied to The Curator's topic in [Open Beta] Patch Notes
I was testing GMs in Kallisti on Brainstorm and had Eochai spawn in his 'old' spot on the center isle near the drone. The drone didn't get him, but I assume the intent was for the GMs not to spawn at this spot anymore. If that is not the case, please ignore. I defeated 45-50 GMs in Kallisti over a span of a couple of days and only saw him spawn here once. I did see him spawn in the new spot 5-6 times. -
Halloween event GM spawn maps
AboveTheChemist replied to AboveTheChemist's topic in Tools, Utilities & Downloads
Just out of curiosity for folks that use these maps to hunt Halloween GMs, would anyone be interested in an optimal path popmenu, functionally similar to the one I developed for badges/plaques that is available at this link, that uses thumbtacks to waypoint the optimal paths to the Halloween GMs? The idea is that it could be used in lieu of this map mod for finding GMs rapidly. I've had a somewhat surprising positive response to the badge/plaque popmenu, but I wasn't sure if Halloween GM hunting was a niche activity that might limit the appeal for an optimal path popmenu geared towards that activity. Also just FYI I will be updating these maps at some point this week to account for the KW GM spawn move, and to account for better data collected for the Atlas Park spawns. -
Vehicles (With Fins)
AboveTheChemist replied to ThaOGDreamWeaver's topic in Comic, Hero & Villain Culture
I'd probably go with one of the Audi TDI LMP cars, most likely the R10 although the R15 would be acceptable as well.