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AboveTheChemist

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Posts posted by AboveTheChemist

  1. 23 minutes ago, Marshal_General said:

    This wasn't fog of war.

     

    In your previous post, you stated:

     

    2 hours ago, Marshal_General said:

    I created a character and the map for Atlas was black. Even the text outside of the map. As I moved, it cleared up.

     

    If it cleared as you moved around the map, it's 'fog of war'. It's not normal 'fog of war', which is translucent, but it's 'fog of war' nonetheless. I recommend you post to one or both of the two bug threads I linked, as your problem matches the bug described therein exactly. Again, your issue isn't related to vidiotmaps.

    • Thumbs Up 1
  2. 24 minutes ago, Marshal_General said:

    I had a weird bug.

     

    Vidiotmaps and the 'fog of war' have nothing to do with one another. There have been at least two prior bug reports about this issue in the Bug Reports forum, based on a cursory search. I'd recommend posting your observations in one or both of those:

     

    https://forums.homecomingservers.com/topic/41581-atlas-zone-map-not-showing-up/

    https://forums.homecomingservers.com/topic/30543-map-has-black-fog-of-war/

     

    Also, as far as I know the 'fog of war' files are stored by character. So, if you log a character on, uncover some fog, and then log off, look in the folder with the 'fog of war' files and the most recently modified file will be the one that belongs to the character that was just played.

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  3. 13 hours ago, temnix said:

    the distances to map markers in yards and feet are way off. 10 feet is not 18 feet. They still decrease and increase in the right degree to give the correct measure of approach, but it's skewed.

     

    Do you have some evidence you can provide of this happening? I've worked with the in-game mapping system extensively over the past several years and I've never seen anything that leads me to believe that the reported distances are in error.

  4. 4 minutes ago, Lockely said:

    is that doable with something like how we can track badge locations on VidiotMaps?

     

    If I understand what you are saying, no it is not practical. Indoor maps like caves and offices are generated by piecing together smaller maps, and there isn't any way to know reliably which smaller map contains the entrance. So even if it wasn't a monumental effort to try to put red dots on all those smaller maps, most of the time the dots would just be in random places, and not the actual entrance.

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  5. You could use the thumbtack/loc functionality for this. Create a bind or macro that looks something like:

     

    /bind <key> local "ENTRANCE: $loc"
    /macro ENT local "ENTRANCE: $loc"

     

    I use local in this example, but put it in whichever channel you like (aside from serverwide channels, preferably). When you enter the map, press the key or click the macro and it'll drop a clickable link with the coordinates in your chat. When you need to find the entrance again, just click the coordinates it gave you and it'll drop a thumbtack on the map and a nav marker in-game.

     

    Depending on how 'busy' your chat windows are, you might need to dedicate a tab to that channel to minimize the amount of scrolling up you need to do to find that link, but I've used this same functionality plenty of times when I need to get back to places I've been.

     

    • Like 2
  6. 9 hours ago, Akiceter said:

    I looked into it and as nice as it is it doesn't do what I'm asking for. For instance. Let's use the exploration badge Master Plumber. It will show me that I don't have it but won't tell me which badge I'm missing to get it.

     

    Go to Exploration > Hero > Zones A - E > Abandoned Sewer Network. The eight badges that make up the Master Plumber exploration accolade are listed there, and any that you are missing will be in grey text. In that same sub-menu, you'll also have the option to place a thumbtack for any of those badges, to aid in navigating to the ones you are missing. Although in that particular zone you'll still need to negotiate the tunnel system to get to your badge(s).

     

    9 hours ago, Greycat said:

    Honestly, I wish there were a way to track (and I suppose name...) plaques for things like this. Those are a pain since you don't know how many  of what you have, and no real way to check a list and see which you're missing.

     

    I would LOVE to be able to do that as well. I looked at the game code and tried a myriad of different internal code names for plaques and internal 'visit' parameters for them, but nothing I tried worked for tracking them in a popmenu. I think at this point the devs would have to add that functionality to the popmenu code in order for plaque tracking to work. If they do add that, rest assured my badge popmenu will be updated with it ASAP. In the meantime, the best I could do is add a set of thumbtacks for each History plaque.

     

    7 hours ago, Clave Dark 5 said:

    I had a toon with one set that fit, then  accidentally unset it, and spent about a full minute going trough the menus trying to find, and still wasn't able to.  My time was limited so I couldn't just go through them all slowly one by one.

     

    One option would be to go to the wiki settitle listing page at this link, use CTRL+F (or whatever your browser's search/find hotkey is) to find the badge you need, note the settitle ID, and create a bind/macro in-game using the settitle command:

     

    /bind <key> settitle <settitle_id>
    /macro <name> settitle <settitle_id>

     

    That way, any time you change your badge title, you can change it back to your favorite with one keypress/click.

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  7. I only vendor items for which the vendor price is much higher than what I would expect to get on the AH, which mainly includes generic recipes and SO/DO enhancements.

     

    Most other stuff I'll put on the AH for at least the break-even price (including AH fees) compared to what I can get for that item at a vendor. For example, white salvage, which vendors for 250 inf, will go on the AH at 278 inf, and it always sells. Most stuff that goes on the AH, though, I'll put up at a price that I hope will sell within a week or so. It has taken a while to accumulate the market experience to be able to estimate that price for any individual item (crafted enhancements, mostly), but I estimate correctly more often than not.

     

    I am a patient man, and patience is the key to maximizing profits from the market (and minimizing costs, when buying).

    • Like 3
  8. 3 hours ago, Orodil said:

    It seems like I won't be able to use mods on this machine, and it's a major bummer 😞

     

    While City Mod Installer is by far the simplest installation method, mods can still be installed manually. It's a bit more complicated to do so, but not out of the realm of possibility. For example, if you want to use the vidiotmaps mod, you can go to the vidiotmaps thread at this link and read the top section on installation. There are manual install instructions in there. If you feel comfortable following those instructions, you should be able to manually install most mods. There are several steps (like creating the 'mods' folder and updating your launch parameters) that are one-time steps, so adding mods after the first one should be as simple as downloading a file into the proper folder.

     

    Every mod available in City Mod Installer is available as a manual download from the City Mod website. Just go to https://mods.cityofheroes.dev/, click on the mod you want, and look for the link beside 'Manual Download:'.

    • Like 1
  9. 15 hours ago, havokprime said:

    I'm trying to get Vidiotmaps running and for some reason it's not working now with my latest install.  I do not know what to do 😞  Anyone run into this?

    For installation I use the mod installer tool.

     

    Unfortunately that is not enough info to be able to provide any advice. If you could paste/type in any errors you are seeing, or post some cropped screenshots of the errors/issues you are seeing, that would be helpful. Are you able to get other mods to run via City Mod Installer?

     

    I'd also consider reading through the City Mod Installer thread and consider posting there instead if it is an issue with the installer, rather than an issue with the vidiotmaps mod itself. If it is an installer issue then you'll probably get help quicker there.

  10. I can see why you are torn, but I say go for it. You never know who might prefer using slash commands over the UI and this would give them in the info they need to make that happen. I think the column is fine as you have it laid out.

  11. Looks like the data was merged and the new badges I spot checked looked good, so Badger is now up-to-date. I also submitted a request to update the URLs to the HC Wiki (Badger was still using an older URL for the HC Wiki links) which was completed, so all the HC Wiki URL links from Badger should be current.

     

    4 hours ago, Mentaxus said:

    How do we update it?

     

    I am not sure I follow. This thread is for a badge tracking website named Badger, not a game mod. If you need a walkthrough on how to use Badger, I made a post at this link that walks you through the basics. Badger can automatically track your badges if you upload an appropriate chatlog. I made a post at this link that will guide you through the steps of creating an appropriate log file and uploading it to the Badger site. Be forewarned that the Badger log parser can be a bit ornery, and I made a post at this link that has some troubleshooting ideas if the log parser doesn't quite work the first time around. Otherwise, just ask questions here and hopefully someone can answer it.

    • Thanks 1
  12. 52 minutes ago, Zhym said:

    Is anyone working on adding the Issue 27 Page 7 badges to this?

     

    Yes, they have all been added (plus quite a number of other typos and other fixes I found) via pull request as of late last night. The site owner just needs to approve/merge the changes and the updates will be live. He's usually good about merging stuff within a day or three of when I submit it, but it might be longer.

    • Thanks 3
  13. 1 hour ago, katmorriss1 said:

    all i have is the original vidiotmaps i downloaded when hc was launched.

     

    If you mean the vidiotmaps version from when HC launched in 2019, then please go to the top post of the vidiotmaps thread at this link and carefully follow the instructions in the Removing/Deleting Old Installations section. Also please note my previous post in this thread, directly above your first post yesterday.

  14. Just checking in to say I haven't forgotten about y'all. I'm still in mod update mode (just one to go!) and probably will be for a few more days, with some time off this weekend for a horror film festival. After that, though, I'll be ready to tackle this next project!

    • Like 1
  15. Glad you got it running. Thanks to Jacke for the thorough troubleshooting steps!

     

    Those errors make sense, since the optimal paths mod does essentially replace all those map textures. I won't have time to update the optimal paths mod for a few more days, so the maps you see with the optimal paths mod will have the 'old' version of vidiotmaps until I have a chance to update the optimal paths mod. That will only really matter in the zones that got Bicentennial plaques, and in Echo: Atlas Park. If you really need to see where the Bicentennial plaques are, or where Silent Sentinal was placed in Echo: Atlas Park, then it might be best to uninstall the optimal paths mod until I can update it. Otherwise, it should get you by until then.

    • Like 1
  16. 5 minutes ago, Frozen Burn said:

    But thanks again for all your work on the maps and making this easy for us! 

     

    You are quite welcome, thank you for the feedback!

     

    Regarding the launch parameter, I don't think the comma is necessary, but (based on your findings) it apparently doesn't hurt either so I am glad it worked for you. I think you just need a space in between consecutive parameters. Here's mine as an example, and I have multiples (the assetpath parameter is cut off because my parameters extend beyond the visible window).

     

    visscale_launch.png.62969380e09c75e1606a36b81736a984.png

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  17. One more Bicentennial plaque typo. It's the Vietnam War plaque in the NE corner of Atlas Park. At the end of the second paragraph, it mentions '... the costs of war and the U.S involvement.'. It should be 'the U.S. involvement' (missing period after the S in U.S.)

  18. 5 hours ago, ZekeStenzland said:

    somehow it's still using older maps. Not sure where it's getting them from.

     

    Offhand that sounds to me like you might still have an old installation in your data folder. Those will need to be deleted before you can see the updated version, because mods in the data folder will overwrite mods in the assets/mods folder. City Mod Installer should warn you if that is the case, but if you want to double-check, you can visit the vidiotmaps thread and the badge list popmenu thread and in the top post of each, there is a section that covers removal/deletion of old installations.

    • Like 1
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  19. 5 hours ago, SnoBahr said:

    the vidiot info is no longer on them.

     

    I see the same thing Lunar Ronin is seeing. I checked all three underground zones and the vidiotmaps displayed fine in all three. I am using the same version as is currently available in the city mod installer. I also checked all the piggs that HC uses (the i24 base piggs, as well as the beta and live piggs that HC updates) and I don't see anything in the texture files that leads me to think something has changed in there. None of the HC-specific piggs have any map textures that relate to those three zones. So it might be something on your end, and I'd start with LR's suggestion to uninstall and reinstall vidiotmaps.

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