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Everything posted by AboveTheChemist
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VidiotMaps for Issue 24 and Beyond
AboveTheChemist replied to Blondeshell's topic in Tools, Utilities & Downloads
I posted an updated Abandoned Sewer Network map at this link. As far as I could tell the existing Sewer Network map already incorporates the recent changes. -
Badges Detection tool and online tracker / Leaderboard
AboveTheChemist replied to xeaon's topic in Badges
Looks like the devs sneaked a name change in for that badge recently, as up until a month or two ago it was called 'Battle Hardened' (without the hyphen). That's probably what is causing it not to be picked up. As for the other missing badge, it might be one of the recent badges that were added, Complicated or Legendary. I'll send xeaon a PM with the info for Battle-Hardened as well as those two new badges in case they need to be updated/added. -
Binds Not Working Until Zoning (Popmenus)
AboveTheChemist replied to Alo?'s topic in Tools, Utilities & Downloads
I came to a similar conclusion! I used it on a popmenu I made a few months ago, and it was a little awkward at first, but it didn't take long to adjust to hitting enter. -
Binds Not Working Until Zoning (Popmenus)
AboveTheChemist replied to Alo?'s topic in Tools, Utilities & Downloads
The only workaround I have found is to use 'beginchat /bind_load_file' as the command. That way when you make the popmenu selection, it will populate that chat bar with the command you want, and you'll need to hit enter once or twice to send the command. It's not ideal, but it is the only way I have found to effectively load binds from a popmenu without zoning. This old bug report thread might have a little more background info. -
issue 27 Patch Notes for April 20th, 2021 - Issue 27, Page 2
AboveTheChemist replied to Jimmy's topic in Patch Notes Discussion
On the Sewer Network map, it is closed off. On the Abandoned Sewer Network map, which is a different map, there are some additional tunnels, which is where you will find the new location of the Living Dark badge. -
issue 27 Patch Notes for April 20th, 2021 - Issue 27, Page 2
AboveTheChemist replied to Jimmy's topic in Patch Notes Discussion
It wasn't removed, it was just relocated. The HC wiki page for the Living Dark badge has its updated location, and if you need the updated VidiotMap for Abandoned Sewer Network, I've made that available here. -
If you are looking for ways to get screenshots that include all your alts, there are some good suggestions in this thread.
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I read through the thread to see if any of these issues were mentioned and didn't see anything (although I might have missed it), but I found a few oddities on some of the PVP set pages. An example from Gladiator's Javelin is below (with the set bonuses from the wiki page added at the bottom for reference): It looks like it is only picking up the PvP-only set bonuses. The PvE+PvP bonuses are not listed. The proc is just listed as 'Proc' rather than the actual proc name, although the proc name is listed correctly if you follow the link for the proc enhancement. This was true on some of the non-PvP set pages I visited as well The icon on some of the set pages has an extra little 'tail' at the bottom. Having looked through the icons in the pigg files myself numerous times, I know that quite a few of the set icons have these, so I assume the icons are being pulled right out of the game data files. This might be on non-PvP set pages as well but I didn't check thoroughly for others I just wanted to let you know in case you weren't already aware (although I'm starting to feel like I may have seen item 1 mentioned somewhere before). Thanks for all your hard work, this is such a great site!
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ATC's Badge List PopMenu
AboveTheChemist replied to AboveTheChemist's topic in Tools, Utilities & Downloads
That makes sense, then. 'Concussed' is one of the subset of badges that are Praetorian-only. Most of the Praetorian-only badges are Praetorian achievement badges, but there are a couple of others as well (like V.I.P/Destined One/Praetoria's Son/Daughter). This subset of badges has one badge for Primal characters, and a completely different badge (with different settitle ID and different internal badge tag) for Praetorian characters. In the alphabetical listing, every single badge name is listed individually, regardless of whether it was a male/female, hero/villain, or primal/Praetorian variant. That is why 'Concussed' isn't highlighted (and why none of the Praetorian-only badges will be highlighted) on your Primal character. In the categorical listing, each badge listed includes all the possible gender/alignment/origin variants and will highlight that badge regardless of which variant you earned. If you look at the badges in the achievement category you'll see that I included sub-menus for assigning the settitle variants according to Primal or Praetorian origin. The bottom line is that what you see isn't a glitch. The menu is designed to display the badges according to how the game treats them internally, but the particulars of that primal/praetorian subset aren't widely known so it's understandable that it would be a tad confusing. -
'quickchat' is a standalone slash command, whose purpose is presumably to open that specific menu at that specific location. One thing to keep in mind is that by using a custom 'quickchat' menu, you'll override the default version so if they ever decide to update that default you won't see those changes unless you remove the custom version from the data folder.
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Sounds good. I was about to type out a response with some basic instructions but it sounds like you are well on your way so I'll let you do your thing!
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Sorry, I forgot it's normally only available in the pigg files. I've attached a copy of what I think is the current one. I don't have immediate access to my game files, and my local copy of the piggs is a few months old, but I don't think it has changed since then. I'll try to remember to check later to see if it has been updated. quickchat.mnu
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I know next to nothing about custom windows, so I may be out of my league here, but I can't quite picture what you need here. Can you post an example of the command that you are trying to get to work in your menu that won't work?
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I have not witnessed any other option for popmenu spawn location. One option you might consider, though, is modifying the quickchat.mnu file to include the commands you want. That, combined with remapping the /quickchat command to a different bind (it's default keybind is, as you noted, the single quote key) might get you to the functionality you need. If you don't access the quickchat menu options often, you could always stick them in a submenu so that they are still there if you need them, but are de-prioritized in favor of the commands you want. In regards to your previous question about locked options, I have not run across any locked option tokens for vanity pets.
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ATC's Badge List PopMenu
AboveTheChemist replied to AboveTheChemist's topic in Tools, Utilities & Downloads
I sincerely appreciate the kind words, Ukase. It's refreshing to know that folks benefit from my mods. I am also quite happy to see the feedback about the added thumbtack functionality. I had hoped that would be a useful addition but yours is the first feedback I've received regarding that feature. Is that particular character of Primal or Praetorian origin? There are a subset of badges that are technically separate badges dependent on Primal/Praetorian origin, and I think what you are seeing is just a result of how my menu handles those. But, I wanted to verify your character's origin so I'd know for sure. And you mentioned the 'Top Dog' badge but did you actually mean 'Big Dog'? Because 'Big Dog' is one of that subset of badges. -
I generally fit this definition. When I started on HC I knew nothing of the market and tried most of the various strategies listed in the many wonderful marketeering guides on the forums. As my marketeering knowledge grew, and as I settled into a pattern of creating and playing alts, I found I derived the most enjoyment and more than ample income from crafting and selling those resources that I acquire via normal gameplay. I keep all salvage drops, maintaining a modest supply in my base (periodically either selling off any excess or using that excess to craft common IOs that earn a modest profit). I only craft recipes I receive from drops, and even then I only craft those that don't require rare salvage unless they are PvP/Very Rare or can be sold for more than 2 million without conversion. I've recently also stopped crafting level 50 recipes due to crafting cost. I redeem merits for converters, and any enhancement that I've crafted that can't be insta-sold for 2 million gets converted to something that will net me at least 2 million. The only time I might have to go to the AH for resources is the rare occasion that I run out of an uncommon salvage type, but I probably don't need to buy more than 10 or 20 pieces of uncommon salvage a year to maintain my on-hand supply.
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List of reward merits per story?
AboveTheChemist replied to DarknessEternal's topic in General Discussion
In terms of updating the wiki, I used this data to update the Hero Merit Rewards page, and if memory serves another wiki editor similarly updated the Villain Merit Rewards page around the same time. There were a few entries in GM Kal's data that were incorrect, and that I verified before updating the Hero Merit Rewards page. So between the two, the wiki is slightly more up-to-date (and can continue to be updated should anyone find errors or omissions). -
VidiotMaps for Issue 24 and Beyond
AboveTheChemist replied to Blondeshell's topic in Tools, Utilities & Downloads
Each of the maps for which I have provided updates retain all VidiotMap features, including notes, giant monster spawn locations, badge/plaque locations, and other features. In each case I have provided images of both the old and new maps for comparison purposes. With regard to the badge/plaque markers, I generally don't verify the marker location if it hasn't changed from the old map. In the case of new or relocated badges, I verify the badge location in-game prior to publishing the map. In the case of Siren's Call, since the map underwent such a drastic change, I verified the location of each marker on that map. -
That makes sense. If there is anything I can do to help out just let me know. I've become reasonably familiar with the data after having poked around in it off and on for various things over the past year, and anything relevant from that I've tried to relay via my previous posts. It sounds like you are well on top of it all but I am happy to assist if needed!
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I may be talking apples and oranges here (because I am sure you are considerably more well versed on the intricacies of the data than I am), but the recipe data I used came from the leaked game files, from several 'Recipes' spreadsheets. If it matters at all, it looks like the sets on the list whose apparent min level is 21 all came in at Issue 11. There are a few other sets with a min level of 21 that have been added since then (and all were Issue 25 or later), but none of them are on the list.
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Nice work, UberGuy. Some of these have been noted before (Performance Shifter bug report from a year ago, and Gaussian's bug report from a year ago), and there were some bug fixes in Issue 27, page 1 (see relevant patch notes below) that addressed a couple of the sets, but that list is certainly eye-opening. Taking into consideration the patch notes below, the list above, the recipe salvage information from the game data (which I parsed and summarized here), and the 'generally accepted' levels (from places like the wiki and the AH interface in-game, which itself likely ties to the recipe info) for some of these sets, there seems to be a bit of a disconnect in terms of what the starting set level should be for the sets that are 'generally accepted' to start at level 21. Most of the sets in UberGuy's list seem to fall into that category. In other words, depending on which source is used, a case could be made for the starting level to be either 20 or 21 (although my guess is that it should be 21). Here's the relevant i27p1 patch notes: Powers & Enhancements Bug Fixes Enhancements > Gaussian's Synchronized Fire Control: All enhancements in this set should now require level 17 to be slotted, instead of half the set being available at level 7 The set is documented to be 20-50 level range Enhancements > Performance Shifter: All enhancements in this set should now require level 17 to be slotted, instead of half the set being available at level 7 The set is documented to be 20-50 level range
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tracker Badger - CoH Badge Tracker Website
AboveTheChemist replied to KeyboardKitsune's topic in Badges
I'm not sure which files you mean, but this is not a mod. It is a standalone website for tracking badges. I recommend reading through this post to familiarize yourself with how it is used. -
VidiotMaps for Issue 24 and Beyond
AboveTheChemist replied to Blondeshell's topic in Tools, Utilities & Downloads
Siren's Call was rotated 90 degrees in Issue 27, Page 1. The updated map I provided for Siren's Call reflects this and is correct for Homecoming servers. -
There is an updated map available for Abandoned Sewer Network.