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AboveTheChemist

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Everything posted by AboveTheChemist

  1. Thanks for the suggestion and reminder. I had been meaning to explore to see if this was even possible, and in addition to the 'whole set' command you provided, I was also able to work out the syntax for individual enhancements. I'll definitely add that into the next iteration. Speaking of which, I had some ideas for more changes (which I hope will be improvements), but I wanted to get the Dev's blessing before I posted a thread about them. I plan to post a thread in the next few days describing my ideas to illicit some feedback if it would be worth implementing them or not.
  2. How feasible would it be to add them for the single exploration badges inside the safeguard/mayhem missions? Or would there be issues trying to assign a mission from within an instance? It might give folks extra incentive to stay longer and defeat more enemies.
  3. Sounds good, I will add that to the next iteration! And in case anyone has any old copies of the freebies menu in their data folder, this is how the current default freebies menu appears in-game: If your freebies menu looks different (note the version at the bottom), then you may need to go into your <CoH Root Folder>\data\texts\English\menus and delete out any old versions of freebies menus. This could include files named 'freebiesmenu.mnu' or any other menu files where the first and top-most 'Menu' string in the file looks like: Menu "freebiesmenu"
  4. Now that this has been included as the default freebies menu on Beta, I'd love to hear any feedback, comments, or ideas for additional improvements.
  5. Looks like I jinxed the server by finally deciding to build a SG base there. At least I'll get more base building practice!
  6. Were you inside a SG base, or did you perhaps have a pending level-up? I think those can both cause issues with respecs. As far as the enhancements, if you were in your base you might check your base storage (if you have any) for them, or try logging out and back in and see if they return. Others have run into similar issues, see this thread and this thread (and there may be more, those were the results of a cursory search).
  7. Just a quick follow-up to say that during some testing last night I found that there is an island in Cascade Archipelago (where the Usurper of Worlds badge is located) that is nearly 5000 feet in elevation, and I ran into the same limitation with /thumbtack and /loc in that and a couple other parts of that zone.
  8. Just to be clear, are you saying you can't mod it back in because: You have the original sound file (for the sound you prefer) but it doesn't work the same way it used to because of the change the devs made, or You don't have access to the original sound file any more, or Some other reason I have not considered. Because if the answer is 2, I have a modest archive of pigg files from a few points in HC's history and would not mind taking a look through them to see if I have the version of the file you need.
  9. I can't speak to the tracker you described in the first paragraph of your post, but the quoted part above is currently possible via popmenus. It works the opposite of how you describe (incomplete badges are greyed out, and complete badges are highlighted), but it works great. I have a badge tracker popmenu that does this, and if you click that link you can see the accolade requirements tracker in the example screenshot. There are several other similar popmenus for tracking badges, although I don't know offhand if they track accolade requirements in a similar manner. If you go to the Tools, Utilities, and Downloads sub-forum you can hunt around for some of the other menus and pick whichever one most suits you, if you choose to go that route.
  10. I built a no-frills teleport hub based on a layout I use on the live servers. The passcode is PPOC-5. Please let me know if there are any amenities I should add.
  11. Apologies for the thread necro but I ran into this issue myself recently and just wanted to see if anyone had a decent workaround. In my case, instead of using the 'bind_load_file' command directly, I instead used 'beginchat /bind_load_file' which requires the user to press Enter once or twice after making the popmenu selection to get the bind files to load properly. If anyone has a better solution for it, I would love to know!
  12. I did a little testing in Storm Palace, and this is partly true. Manually placing a thumbtack on the map works in the zone except in the extreme northwest quadrant of the zone (which is where you were in the screenshot). Anywhere else I manually placed a thumbtack, it appeared in the compass and as a nav indicator. A little more testing in Storm Palace confirmed my earlier suspicion that the elevation coordinates were outside of the valid range for the thumbtack slash command parser. I wasn't able to get /thumbtack to place a thumbtack, or for the /loc command to generate a thumbtack link, with elevation coordinates over 2000. That behavior seems to be working as intended. I did, however, get /thumbtack to place a thumbtack with elevation coordinates less than -2000, although when I attempted to fly to that location I apparently crossed the lower zone boundary before I could get there and the game teleported me back up to safety. One issue here with the /thumbtack and /loc commands is that the valid zone area does extend upwards beyond 2000 feet in some parts of Storm Palace. The top of the actual Storm Palace (the round structure) is nearly 4000 feet in elevation and it should be reasonable to use /thumbtack there and/or use /loc to generate a valid link (neither of those work up there). So perhaps the /thumbtack parser needs to be adjusted to encompass the min/max elevations for all zones?
  13. I wonder if this is because the elevation value (which is the second value in the coordinate triplet) is outside the allowed range? Faultline reported that the allowed elevation range is -2000 to 2000, so perhaps this issue and some of the other issues you noticed in Storm Palace are because there are locations there that exceed those elevation limits? Just a thought, and I'll take a peek there myself when I hop on Brainstorm in a few minutes.
  14. It would also be nice (if feasible) to keep a tally of which zones have been checked, and how many folks have checked each zone. More eyes is always better, of course, but it would be nice to be able to prioritize zones that haven't been checked (or only checked once) vs a zone that 5 different people have checked. I'd love to get my hands on the loc data from these tips. The ones I have checked have had the nav pointer perfectly centered on the marker, and being a stickler for accuracy (I work for a surveyor) that makes me quite happy. I know of several places (Badger, wiki, some popmenus) where I could put that data to good use! Three cheers to Nayreia for the hard work that went into this. The tips I have checked have been a pleasure to read, and I look forward to checking many more!
  15. For background on this project, check out my optimal collection path maps thread. This popmenu allows the user to load sets of zone-specific rolling keybinds that utilize the new /thumbtack command to place a thumbtack/navigation marker sequentially at each badge/plaque within the zone. The sequence is dictated by the optimal collection path, and the user can choose the direction (clockwise or counter-clockwise) in which they wish to travel. This popmenu may seem a little awkward at first, because it requires the user to press 'Enter' twice to send a pre-populated chat command to load the binds for a given zone (see Use instructions below for more details). However, after a few zones I found that using the menu became much easier. I've now tested the menu twice (once with approximate locations, and again once I had obtained more accurate locations) but I won't claim that it is totally free from bugs. If anyone notices any bugs or erroneous locations, or if there are any questions or comments, please let me know. 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 I be acknowledged for the work that has been done to date, and that you take credit for any modifications that you make. Installation Updating an existing installation Use Other
  16. Try this post, it should cover most of what you need.
  17. Looks like this has been added as part of the beta build for i27p2! Here's the excerpt from the beta patch notes: Thank you devs for considering my idea, and expanding upon it in some really wonderful ways. I'm looking forward to testing it out!
  18. Yes, it is. The command for inviting your alts is /altinvite.
  19. Yep, there was a forum overhaul yesterday, so it's not just you.
  20. I don't monitor my CoH logs in realtime, but I did when I played EverQuest. I wrote my own parser in Python to, among other things, watch for lines containing certain keywords and report them to me. It ran in a command prompt window and would display only those lines with the relevant keywords. It didn't have a GUI or anything fancy, but it got the job done. It sounds like something that simple might do what you need it to.
  21. The invite link is in the first post.
  22. If you logged into your character, enabled chat, then ran the bind file, then I would expect the error you are seeing. The log parser keys off the welcome message that the system sends your character when entering the game world, so I am guessing that welcome message did not end up in your logs. Log the character in again and re-run the bind file, and try to upload it again. As I've noted previously, the log parser is ornery. If the above does not work, I would recommend reading over the last few pages of this thread (starting with page 7). Several folks (including me) have had various little issues, and have solved them a couple of different ways, including: Deleting the character from the Badger site, and re-run the parser Add one badge that the character is known to have, and re-run the parser I can't promise that all problems can be fixed this way, but this is what has worked for some folks.
  23. It stores them in in the <CoH root folder>\accounts\<username> directory. It should be 'Log Chat' that is enabled. If you only enable 'Log Private Messages' it may not work. I just noticed that in the instructions on the Badger site, the picture in the tutorial highlights 'Log Private Messages' and it should highlight 'Log Chat' instead. I'll let the site owner know and see if they can update that image. It's probably fine if they are both enabled, but I think for logging badges, 'Log Chat' is the important one. Sorry for the confusion, I had not noticed that until just now.
  24. This isn't adding anything new to the thread, but I've been working on a project which involves georeferencing a number of game maps so that I can work with them in GIS software. Since Neutropolis, Imperial City, and Nova Praetoria share a common origin point, I was able to display them relative to one another as they exist in the game world, and export the image. Unfortunately I don't think any of the other maps in Praetoria share the same common origin point, so I couldn't add them, but I thought this image might be of some interest. For those curious about why the maps are cropped, I needed to create a map edge that was accessible in-game so I could get the coordinates there for georeferencing. I also think it shows that Aberrant did a damn fine job with the initial combination of the four maps!
  25. It's been mentioned more recently than a year ago. A quick search turned up three threads (Thread 1, Thread 2, Thread 3) since late November. I thought I remembered reading (and am not sufficiently motived to check at the moment) that this was supposed to be fixed in Issue 27 Page 1, but it would definitely be nice if this could be corrected.
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