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AboveTheChemist

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Everything posted by AboveTheChemist

  1. It's a bit more complex than that, and this will only be useful if you are using Python (or something that can access Python pickle files), but this is my pickle file with the input data. It is parsed from the Badger repository (taken from the exploration and history badges). It's been a few weeks since I looked at the data structure but off the top of my head the data structure looks something like this: Top level keys: zone names Top level values: dictionaries containing: keys 1 to n are the arbitrarily numbered 'points' in each zone representing each badge/plaque in the zone and corresponding to values which are dictionaries containing various bits of info about each badge/plaque, including coordinates, names, type, vidiot map key, etc. key 0 corresponds to a value which is another nested set of dictionaries that basically contain the Euclidean distance between each possible pair of points from 1 to n, with distances only computed to points of a higher integer to avoid having duplicate distances (i.e. distance is computed from point 1 to point 7, but not from point 7 to point 1) badge_coord_dist_dict.pik
  2. I had something similar happen last year, and noted it in a bug report at the time. In my case I had common salvage stored in the AH that got posted instead of a Panacea IO. I have since made sure to remove everything from the 'Stored' tab except the item I am selling and have not had the problem reoccur.
  3. It was mentioned at the very bottom of the i27p1 patch notes (under the Powers & Enhancements Bug Fixes section). They fixed this bug as well as a similar bug in Gaussian's Synchronized Fire Control, but there is still a similar bug in both Adjusted Targeting and Efficacy Adaptor (which are from the same sets as Gaussian's and Performance Shifter, respectively).
  4. Is the issue to which you refer isolated to users of the CoH Modder tool, or is it something that impacts those of us that installed VidiotMaps and MoreMaps4U manually as well?
  5. I'm not sure about travel times, but I suppose I could publish the distances of the 'optimal' paths that were computed. As mentioned in the OP I used 3-dimensional Euclidean distance between each point, but even that is not totally accurate in some cases due to badges inside buildings, under roadways, or in cases where straight line travel between points is blocked by buildings or a zone corner. Those distances were sufficient for my purposes, though, and folks could use them to compute their own (rough) travel times. Given there are so many modes and speeds of travel, I think that is a more reasonable approach. Besides, if I were to publish a travel time, then I'd invariably have to deal with folks that were upset because my published travel time didn't mesh with their own experiences. In terms of a project update, I am making decent headway but I was delayed a couple of weeks due to my laptop dying. I hope to devote a lot of time over the holiday to the project but it's probably going to be after the new year before I have all the maps generated and vetted.
  6. I modified the Regenerative Tissue icon texture to reflect the suggestion in the OP. It is attached if you would like to try it. It goes in: <CoH Install Folder>/data/texture_library/GUI/Icons/Enhancements If you don't have one or more of the above folders in your CoH install folder, you can make them. If there is sufficient interest I can load this into CoH modder as well. I checked the recipe, the attuned enhancement, and the non-attuned enhancement in-game and they all appear to work fine for me. Here's a screenshot: E_ICON_RegenerativeTissue.texture
  7. I was finally able to return to the game this weekend and make the final tweaks I wanted to the menu. The biggest changes I made were to add options to the 'Popular Uniques' menu to allow access to each unique enhancement all the way down to each enhancement's minimum level. The 'Popular Uniques' can be granted at Max Level as well as levels 40, 30, 25, 20, 15, and 10. For level options other than max level, an enhancement will only appear on those sub-menus if it is available in the live game at that level. For example, the Kismet, Steadfast Protection, and Regenerative Tissue uniques will not appear in the Level 40 menu because those sets top out at level 30. Likewise, the Aegis unique has a minimum level of 25 so it does not appear on the menus for Level 20 or lower. Other than that, the only changes I made were fixing a couple of minor typos. I mentioned previously (in the OP and elsewhere) about removing the level 25 options for sets whose minimum level is 30, but in the interest of time and in consideration of the relatively small benefit compared to the amount of work it would have taken, I did not make that change. I have not received any feedback aside from what is in this thread, so I am going to pass along this version of the freebies menu to Jimmy for review. Thanks!
  8. It's the spoiler box. Just click the tool and put the text you want to hide into the box that is placed in your post. Here's a screenshot of where it is on the edit toolbar:
  9. Take this anecdotal data for what it is worth, but I have run Who Will DIe Part 1 at least a hundred times and in my experience you are largely correct about running it directly from the contact. I think it does award a recipe rarely, but typically I have not received a recipe at the end when running it directly from the contact. I can, if needed, parse my logs to get some actual numbers.
  10. The short answer is yes, it probably should show up, but I'd need to edit the data so that it would. The long answer is that back at the bottom of page 5 and into page 6, there was some discussion about uncertainty with respect to alignment for some badges, and that some of the badges in the database might need to have their alignment changed. We didn't want to thoroughly check every badge at the time so we just decided to do it on a case-by-case basis. Even though it is found in Praetoria, it appears to be earnable by heroes and villains as well (without needing a trip to Null the Gull) and as such I think it qualifies for adjustment. I'll do a little digging in the meantime and if I find any other similar badges I'll adjust them as well. Thanks for bringing this one up!
  11. It shows up fine for me under the history badges: https://n15g.github.io/badger/homecoming/badge/headjuiced Had you perhaps been searching on Badger for other badges using some of the filters at the top and forgot to clear them? I ask because I still do that often and briefly panic thinking a badge is missing, when the reality is that I just forgot to clear the filters from a previous search.
  12. Thanks for the kind words! I've actually edited in some more detailed instructions into the top post, so if you don't mind scrolling up there and expanding the first section of spoilered text (where it says 'Reveal Hidden Contents'), that should cover everything you need to get it set up under a new HC launcher install. If you have any trouble just let me know.
  13. Not sure if it helps or not, but I checked my logs for the times I completed the CoT trial to see if I got recipes each time or not. All but three runs were from July 2019 when I was working on a couple of the WST repeat badges, but the most recent were from Sept 2020. In the 26 runs I found, I received at least one set IO recipe drop at the end of each run. The log excerpts are spoilered below if they are if interest. And while I do now take advantage of the Ouroboros day job benefit of increased recipe drop chance, based on my logs I do not think I had started utilizing that particular day job benefit when I completed the bulk of those runs back in July 2019. I won't have access to the game until sometime this weekend but when I can I'll try to run it a few times and see if I get any recipe drops.
  14. Here are the other stances (aside from the ones aethereal mentioned) from that section of the quickchat menu: Center Stance: /e Idle2 Cross Arms: /e Crossarms Hands on Hips: /e Akimbo Neutral Stance: /e Idle1
  15. All my observations have probably been brought up before in this thread, but this is one of the rare weekly discussions focused on a topic that I both feel strongly enough and knowledgeable enough about to want to offer my thoughts. I typically do not enjoy participating in in-game markets any more than is absolutely necessary, but I feel differently about the CoH market. The auction house did not exist when I played on the retail servers, so on Homecoming I relied on helpful guides on the forums to provide the knowledge needed to navigate the market and to utilize it effectively. Along the way I discovered that I enjoyed using the market. It has its warts, but overall the market works well and does what it is intended to do. I also get the sense, more than in any other MMO I have played, that the HC team genuinely cares about the health of the game economy and that they take reasonable steps to keep it healthy. That being said, an effective player market works when the users have the information they need to be able to utilize the market to its full potential. The CoH market lacks that in certain areas. I mentioned relying on several guides for the knowledge I needed to start using the market, but there is no one guide that provides everything a new player would need to utilize the market. I think having such a guide, either in the form of a forum post or better yet, an in-game tutorial, would be a great addition. At a minimum, it should cover: the basics of using the auction house interface to search for, buy, sell, and claim items/inf how to make a rough determination of item value how auction house fees work and what to expect when the auction house takes its cut common pitfalls, bugs, and other limitations of the interface that should be highlighted for new players so they avoid losing money and/or otherwise being discouraged The CoH market also lacks information in the form of market activity, specifically in the relation to the last 5 sales window. As it stands now the last 5 window generally provides an extremely narrow snapshot of market activity for a particular item. I would support any changes that would provide the player more information in that regard, be it averages over a day/week/month, the ability to view a greater number of past sales, or any other mechanism that would provide more insight into market history. I would say the sky is the limit, and that no amount of information would be too much, up to and including regular database dumps of market activity and/or a means to view data outside of the game via a website (such as how pricing information on the Grand Exchange in Runescape is available on the Runescape wiki). Those last couple of items are likely tall orders, and might not even be feasible, but any means of increasing access to information about market activity would be welcome. Finally, there are two separate but similar bugs that impact the last 5 sales window that have been documented in this bug report thread. These bugs have been mentioned before, but they are: The "Mixed Price" Bug: Prices for Item B are mixed in with otherwise reasonable prices for Item A when viewing the price list for Item A, and clicking "Find" does not change the list. The "Dual Price List" Bug: Item A has two apparently completely different and otherwise legitimate looking (i.e. no mixed prices) price lists, with only one containing reasonable prices, that changes when the "Find" button is repeatedly clicked. Both result in players receiving erroneous information about market activity and seeing both resolved would be a welcome improvement. There are a few other annoying and slightly less insidious bugs that plague the AH interface that have been mentioned previously and also are deserving of attention, but the two above are most worthy of immediate attention.
  16. The badge title actually appears below the character name, if that matters. As far as where to find those mobs, I found the following tips in this post: And according to the wiki, it is a level 35-39 villain arc from Doc Buzzsaw. I have not personally run the arc but I have no reason to doubt either source.
  17. Avenger is one of the Issue 26 Page 3 badges added late last year. Beta Tester is available on the Beta servers and was added at the author's discretion for the sake of completeness.
  18. It's neither. Siren's Call was rotated 90 degrees counter-clockwise as part of Issue 27 in late November, which caused the exploration badge locations to shift accordingly. The Homecoming Wiki has the updated coordinates, and an unofficial (but otherwise excellent) updated in-game map is available in the VidiotMaps update thread.
  19. I like it. The list for Everlasting is LONG but being the RP server that doesn't surprise me. As long as new entries are put in the right categories I don't see any issues, but if folks don't abide by that then making it sortable might be worthwhile. That bridge is a ways down the road though. As far as which wiki it is on, I don't have strong feelings one way or the other. I would assume the HC wiki has more registers users that could potentially edit the lists, so it might be better to house it on the HC wiki and just link to it from the FBSA wiki. I have spent almost no time on the FBSA wiki though so I might not have the best grasp of the kind of content that is best suited for the FBSA wiki.
  20. As far as I know there is no way for a popmenu to expand to the left. They always expand to the right. If you want to bind it to a macro or keybind, here's how you would do that: via keybind: /bind <your_key> "popmenu fasttravel" via macro: /macro <macro_name> "popmenu fasttravel" In your case I think a keybind would work better, since the Fast Travel menu button is essentially a macro button. With the keybind, the menu will appear where your cursor is, so just move the cursor to the upper left region of the screen and hit the appropriate key.
  21. Great, glad you were able to get what you needed done. I tried to stick as close to that 'original' menu as I could but with some of the things I fixed/added, I think it made sense to do a little minor rearranging so that the new items fit logically. It'll probably take a little adjustment at first but I hope this new menu will be as easy to use while offering some more options.
  22. Yeah the current built-in menu is different from the 'original' one in several key areas, including those incarnate unlocks. It ended up being included due to a slight miscommunication, and you can read more here if you want the backstory. Basically the menu I am working on in this thread will (hopefully) become the built-in menu (again), which is why it's the one I currently recommend. I had hoped to have it wrapped up this week but as I mentioned in a prior post, I lost access to CoH temporarily so it'll be delayed a week or so. Thanks for understanding!
  23. If you want the 'original' built-in freebies menu, before it was updated on Nov 29, read this post and follow the instructions therein. The menu described in this thread improves upon that 'original' menu with some bug fixes and some added features, so I would recommend using the 'new' version in my prior post. If you are having issues with screen space, then I recommending moving your tray to the upper left corner and spawning the macro from there, or better yet just bind it to a key press and it will spawn from your cursor location upon key press.
  24. Over the weekend I updated the Macro image (Slash Command) wiki page with the new power icons for Issue 27. I noticed that a few of the teleport icons don't strictly follow the general naming scheme that other powers do, so they can be a little tough to find. I think this might be the one you need: Combat_Teleport /macro_image "Combat_Teleport" "Tooltip" "Command" Here are some of the others from the pool, in case that isn't the one you need. Teleportation_RecallTeleport /macro_image "Teleportation_RecallTeleport" "Tooltip" "Command" Teleportation_TeleportFoe /macro_image "Teleportation_TeleportFoe" "Tooltip" "Command" If these don't do the trick either, click the wiki page link and have a look at the other options that start with 'Teleportation'. The new icon for 'Fold Space' is under 'Pool_Fold_Space'.
  25. I've had a minor setback (my laptop has apparently died) and I won't have access to CoH for probably another week. I won't be able to do any more work (at least not that I can test) during that time so rather than let things sit idle, I figured I would share the menu as it is now for folks to test out, so I can be ready to make and test the final changes/tweaks when I have CoH back. I have not made any changes that have not been documented above, other than adding Regenerative Tissue as I noted I would in my previous post. I also have not yet removed the level 25 options for sets whose minimum level is 30 (as noted in the OP) but I was planning to do so unless there is last minute opposition to such a change. So, if you would like to load this up and test it out, feel free. I have attached it here as a zip file due to file size. It is named 'freebiesnew'. Just unzip it and plunk it in <CoH Root Folder>\data\texts\English\menus and open it one of the following ways: from chat: /popmenu freebiesnew via keybind: /bind <your_key> "popmenu freebiesnew" via macro: /macro <macro_name> "popmenu freebiesnew" One other item I wanted to note is that I read a comment somewhere on the forums (I don't recall precisely where) that the 'Complete Mission' command (located under Misc Commands) did not work. I did some testing yesterday and it does indeed work. I did not test it outside of an instanced mission, but entering an instanced mission and clicking the command set the mission as complete. I do not know if it would work for missions set in open world zones (such as hunt missions). If you have any feedback, feel free to share it here or privately with me via PM. Thanks!
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