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AboveTheChemist

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Everything posted by AboveTheChemist

  1. 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.
  2. 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.
  3. 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.
  4. 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!
  5. 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.
  6. 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'.
  7. 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!
  8. The map in your screenshot is the pre-Issue 27 zone rotation. I checked the update Juggy made the other night and it shows up in-game properly as the 90-degree counterclockwise rotated zone per the Issue 27 change. The date of the file in your directory screenshot is the same date as the older MoreMaps4U version. The date on Juggy's version should be 11/29/2020. Perhaps it didn't get copied into the right spot?
  9. Impervious Skin technically isn't a unique, but as with Performance Shifter, if folks feel strongly about it I can add it. I can add Regenerative Tissue as well.
  10. Here are some more detailed screenshots to show how this is shaping up. Here's what has most recently changed: Added a 'Popular Uniques' menu containing the uniques mentioned in my previous post. I am not 100% sold on the 'Popular Uniques' name but it fits and works well enough for now. Since not all these uniques are available at level 50, I replaced the 'Level 50' sub-menu with a 'Max Level' menu, via which Kismet and Steadfast Protection will be granted at level 30, and Miracle will be granted at level 40. For the Level 40 submenu, Kismet and Steadfast Protection will again be granted at level 30. In trying to decide where to put the 'Popular Uniques' submenu, I realized that the PVP IOs menu should technically be under the 'Crafted IOs' menu, so I moved it under there for consistency, leaving the attuned-only Archetype and Event origin enhancements in their own menu. Added the 'All Levels' submenu under the 'Set Level' menu. I originally only had 'Ouroboros Portal' and 'Long Range Teleporter' in the top portion of the 'Travel Unlocks' menu, but I decided to add 'Monitor Duty Teleporter' and 'Rapid Response Portal' as well. The latter two are day job badges and while I don't know of a way to grant charges to their respective day job powers, at least a player will be able to get the badges and start earning charges immediately by logging out near a supergroup base portal. I may group these differently and/or add a note to the menu reminding players that those powers will need to be charged.
  11. I just tested both the AP and E:AP version of that plaque (the one directly under the Atlas statue) and neither of them counted towards a history badge.
  12. I couldn't let your post go un-liked, so you get one more post. Make it a good one!
  13. To elaborate a bit, there are two plaques for the Disciple history badge, and one plaque each for the Just Said No to Superadine and Scholar history badges, that exist in both Faultline and Echo: Faultline. While not physically identical, these plaques are identical in terms of counting towards progress for the respective history badges. So a player may collect the plaque in either Faultline or Echo: Faultline and earn the same credit towards that particular badge. I just discovered this last weekend and spend an hour or so making appropriate notes/updates to the wiki to reflect this unique situation. I think of it less as a bug and more that there are just two alternatives to collecting those particular plaques. However, the only other zone which has both a 'normal' and Echo version with history plaques is Dark Astoria, and the history plaques are not shared between Dark Astoria and Echo: Dark Astoria the way they are shared between Faultline and Echo: Faultline. Given that, it would make sense to perhaps repurpose the plaques in either Faultline or Echo: Faultline towards a new history plaque or two.
  14. I'm not 100% sure but the folder structure in your screenshot looks more like what Tequila uses, and not what the new HC launcher uses. The directory structure for the new HC launcher install should look more like this: If you open the HC Launcher, hit the settings button in the upper right (it shows up as green in the screenshot below) and at the top of the settings window it should tell you where your install is located.
  15. Sure, I think that should be possible. At least, I'll give it a whirl starting with that list. If any others come to mind, let me know. Edit: I've added this for all uniques listed plus the uniques for Aegis, Preventive Medicine, Celerity, and Unbreakable Guard. I left out Performance Shifter since that proc is not unique, but I if anyone feels strongly that it should be included, I am willing to do so. I still need to do some testing, as there were some other minor changes I made that go along with that, but once I have tested it I will post more details and screenshots.
  16. There is a ton of good info in this thread, based on info that came from Faultline, about super pack drops and rates. I incorporated some of it into the Super Pack page, but incorporating the info from some of the bigger tables into the specific super pack pages will require a bit more effort. If anyone wants to tackle this, feel free. If no one else can, I will try to get to it eventually, but I've already got a couple of wiki projects that I have neglected that I need to wrap up before I start on another.
  17. I added the two tables from the second post in your link to the Super Pack HC wiki page, along with references to the origin of the info. I'll drop a note in the wiki club about the other tables, as those will require a bit more time to incorporate.
  18. Yes, that was among my theoretical options mentioned in my prior post, and it would be the least obtrusive to the existing menu layout, but unfortunately the other obstacles still remain.
  19. I agree, and perhaps I wasn't clear enough in the OP. I'd keep the multiples-of-10 options that exist now, and just add a 'Custom' menu underneath, which could be expanded to offer levelups at every level. So the quick-level users would only see one additional entry below the quick levels, but those needing the option to level to any level would have a more convenient way to do so. At this point, based on feedback, I am leaning towards adding it, but I'd love to hear more feedback on either or both questions. I've updated the image in the OP. I am trying to get the overall menu to be as close to the original as possible, and I am happy with how it looks now.
  20. I've published an update to the prior version of this popmenu. There's only one new emote. Most of the update was just some cleanup/clarification of some things. I was prompted by Shenanigunner's update to the CoX Technical Guide, which included a revised emote list. I compared the list in the technical guide to the popmenu (and to the HC wiki Emotes page) to make sure the popmenu was as up-to-date as could be. Please, at the very least, read the sections on Installation and Removing/Deleting Old Installations, as most of the answers to questions I receive are contained in those two sections. If anyone would like to use this mod as a starting point to build your own mod, please feel free to do so. All I ask is that Extor Prime and I be acknowledged for the work that has been done to date, and that you take credit for any modifications that you make to this menu. Installation and Use Removing/Deleting Old Installations Update Log If you have any questions or notice any errors please let me know. Thanks!
  21. Another seasonal bump for those that might like an offline map viewer for hunting presents during the Winter event. See the top post for more details. I've also updated the datasets to account for a few minor typos and other errors, and to correct the Siren's Call map, which was rotated 90 degrees in Issue 27. The vidiot maps version of Siren's Call was updated more professionally, but the event maps versions were simply rotated by me so the text and icons were rotated as well. It's not perfect but it's the best I could do for now as I didn't originally create those maps. All the Siren's Calls fixes should be considered temporary, pending official update, but I have no idea when that might happen. I'll update the datasets if/when it does happen.
  22. I need to get the icon image out of the piggs later tonight anyway to update the Badger site, I will PM you the icon for this badge when I do.
  23. Thanks! It is on my to-do list for this evening, along with cleaning up a couple other badges. Edit: Updates were made and pull request submitted, and the updates have been approved, so Badger should be fully up-to-date now. If anything seems in error please let me know!
  24. I've made the first pass at updating the freebies menu, and have posted some info about changes, along with a couple of questions about features to add/remove, in the thread below.
  25. EDIT: I've started a new thread for a new round of update ideas. You can access it by clicking here. I've done a first pass on the freebies menu, and have a couple of questions regarding some features to potentially add or remove. First, here's how it looks (compared to the previous version): It's still a work in progress but here's the changelog so far: Now, for the questions I had: 1. Is there any need for the ability to set levels other than the five standard options (10, 20, 30, 40, 50) that currently exist? I personally have needed to set a level other than the currently available options, but I might be in the minority there. It would be fairly easy and non-obtrusive to add a 'Custom' level setting option for setting any level 2-50, but if there isn't much need for it then I won't add it. Edit: Found this post where the poster mentions that the current level setting options are too coarse, so I'll count that as one vote in the 'add' column. 2. Is there any need to retain the ability to grant enhancements at a level lower than what is actually available in the live game? For example, Crushing Impact is a level 30-50 set, but there is an option in the freebies menu to grant it as low as level 25. However, the level 25 enhancements that are granted still behave as level 30 enhancements for slotting purposes, in that they cannot be slotted until level 27, and the level 25 versions offer lower enhancement percentages than the level 30 versions. I wouldn't expect someone to want to test with an enhancement that is weaker than the weakest live version, so to me it makes sense to remove the level 25 options in this case. I think this would also cut down on the menu size by a decent amount, but I didn't want to remove it without soliciting feedback.
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