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AboveTheChemist

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Everything posted by AboveTheChemist

  1. I remember having issues when I started on HC with my keybinds being lost if I tried to set them via the UI. I moved to writing individual keybind files for each character and loading them via the /bind_load_file command. I am not sure if that is "the" solution, but I have not had any issues losing keybinds since I began doing that. To elaborate a bit, I started by resetting my keybinds to default (via the UI) and then exporting those default keybinds to a file. I edited that exported file to: Set any listed default keys that I was NOT using to "nop" Modify the remaining listed default keys to suit my needs Added any other keybinds that I needed I did this for each character to create character-specific keybind files. I also made a 'generic' version, saved as keybinds.txt, which the game now automatically uses to set my preferred keybinds for any new character I make.
  2. The quick answer to this is to bind the popmenu to a key to make opening it a bit easier, and to have more control over where it is opened (to give space for the sub-menus to expand, which is an issue I hope to address with my proposed changes). Opening it via a keybind will cause it to appear at your cursor location. Here's the command to bind it to a key: /bind <your_key> "popmenu freebiesmenu" It also might be possible to create a custom window with a button that opens the popmenu, but I know almost nothing about custom windows so I can't be 100% sure it would even be possible. Still, if it works the way I think it does, all that would really do is move the button you click to open the window to a different part of the screen. Making the menu its own dedicated window is well beyond the realm of what I can offer.
  3. The explanation Bionic_Flea gave was mentioned a year ago, in the third post. In the OP's case, at least, it was indeed an attuned version they were trying to convert. Edit: Looking back at some of the older threads linked above, the explanation that Bionic_Flea and I gave is mentioned as far back as July, 2019, so if anyone gets a prize it looks like it should go to Shinobu!
  4. I've started a new thread to discuss any updates going forward. I've copied the most recent suggestions there, and added some ideas of my own. You can access the new thread via this link.
  5. I thought it best to start a new thread for post-i27p2 updates to the freebies menu. I've carried over some recent suggestions from the previous thread, as well as one from Discord: From Aberrant: Add /completetask command (under 'Misc Commands') with full options to allow user to complete any mission in the mission tab. From Hekatos: Add options to directly grant the superior versions of the archetype and event enhancements. From Sai (on Discord): Noted that the commands to award level 53 Hami-Os didn't work. After testing on Brainstorm, the highest level Hami-O I was able to award was level 50, and Faultline noted that this was likely due to safeguards in the code that would be difficult to alter/remove. The best option at this point appears to be removing the option to award Hami-Os at level 53 to avoid confusion. Combining Hami-Os up to level 53 is still viable. Note that I saw the same issue with Hydra-Os and Titan-Os so I'll remove the option to award level 53 versions of those enhancements as well. All of the above should be fairly easy to implement and, barring any unforeseen issues, should be available in the next update. I've also been considering broader changes that I think will make the menu more user-friendly. Here's a summary of my ideas: Grant enhancements in increments of 10 levels across the enhancement's available range Replace enhancement letters with enhancement names Make the menu tree more vertical and adjust quantities to better suit the enhancement types Re-allocate breaks in uncommon/rare menu Each of these points is detailed in the spoilered section below (to avoid a wall of text/images), including screenshots. And just to be clear, these are just ideas at this point. Whether or not they are actually implemented will depend on the feedback I receive. Here are some questions to consider, the answers to which will help determine if the changes I proposed would actually be useful or not: Does anyone use the option to grant 10 set enhancements (for sets that are subject to the Law of Fives)? Is there a need for lower level enhancements from sets that are available below level 25? Are the cascading menus preferred to the vertical menu proposed? Are there any tweaks to the above suggestions that might better serve the testing community?
  6. I've been doing some badge hunting/testing on Beta, and when I came across Whitecap in Talos I thought of this thread. I took a screenshot to show definitively that there is indeed a badge marker on that ship, although I had to do quite a bit of camera work to get it to come out of hiding! During this process I've also learned that the trigger distance for badges is 20 feet.
  7. When I overhauled the HC wiki enhancement sets page, I made a review pass that focused solely on uniques/globals/procs, and recall correcting a few that were labeled incorrectly. At the time I didn't think the Reactive Defenses: Scaling Damage Resistance was a global, but after some reflection I think it does qualify as a global, so I edited the wiki to reflect that. According to the in-game text, the Kismet: Accuracy enhancement is a proc. I believe it functions similarly to the +Stealth procs in the travel sets in that it has a 100% chance to proc when the power is used, and that's why it is always-on when slotted in a toggle (if the toggle is running) or in an auto power.
  8. Just wanted to report back that I re-visited the locations in the Shadow Shard zones where, during Build 1, /thumbtack wasn't working due to out-of-range elevations. I was able to successfully place /thumbtacks in all those locations.
  9. 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.
  10. 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.
  11. 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"
  12. 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.
  13. Looks like I jinxed the server by finally deciding to build a SG base there. At least I'll get more base building practice!
  14. 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).
  15. 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.
  16. 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.
  17. 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.
  18. 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.
  19. 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!
  20. 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?
  21. 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.
  22. 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!
  23. 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
  24. Try this post, it should cover most of what you need.
  25. 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!
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