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Everything posted by AboveTheChemist
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Auction House fees: is there any point?
AboveTheChemist replied to Shenanigunner's topic in General Discussion
Just a PSA for those using the AH for storage: There is a rare bug that causes the AH to assign sale prices to unintended items in the stored tab. In my case, clearing my stored tab of all but the item I intend to sell has kept the issue from recurring. -
It is 'hidden' in the ship's bridge, according to the wiki. As far as I know that's how it was intended. If memory serves, the marker for the Ophelia's Final Scene badge in Perez Park is similarly hidden, although I know if you position the camera just right you can see it under the leaves. I don't know if there is a way to move the camera to sneak a peak at the Whitecap marker. I think there might be one or two other badge markers that are hidden, but I can't recall their locations at the moment.
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I am far from an expert, but I have done something similar using demo editing. I posted some notes about it in this thread. The wiki page for demo editing would be a good start as well, if you decide to go that route. I don't know if the LRSF map is available as a map through the Mission Architect (although a ruined Atlas Park map is listed on the unique maps page), but setting up an AE mission with that map (assuming it is available) might be another option.
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Sounds about right, day job badges require 100 logged-out hours.
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Farming Incarnate Salvage - 1 salvage roll every 15 minutes!
AboveTheChemist replied to Oklahoman's topic in Guides
If it matters, I'd say 98% of the runs that my data represents were on -1 or at most 0 level difference, with team size of 1, no bosses. I didn't want the runs to take any longer than necessary so I never cranked them up above 'normal' settings. -
It is still accessible via Pocket D. See the post below, which will show you where the entrance is in Pocket D.
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There is not, but I created a suggestion thread for that idea a while back. Feel free to support the idea there. Your popmenu idea is in the same vein as the rolling keybind idea I mentioned in the OP (third spoilered section down), which would require the /thumbtack command to work. Ultimately I think that would be the best way to implement this idea, but I don't want to get my hopes up too much. Still, I've made provisions in my scripts to be able to take my output and turn it into a popmenu/keybinds without a great deal of effort, if the /thumbtack command does ever come about. As far as the project goes, I am more or less done with the maps, and am finally happy with them. I ended up revisiting a few of them several times before I felt that they were complete, and of course I tested and retested to make sure they made sense. So, the in-game maps are done, and I am in the process of converting the BMPs to PNGs and cropping them for use in the offline viewer. I hope to finish that up over the weekend, and if that goes smoothly I hope to be able to post a finished product next week.
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Gunner's Guide to Modern Teleport Powers (post-I27)
AboveTheChemist replied to Shenanigunner's topic in Guides
It's a popmenu so technically it's available at all times (even prior to earning any of the associated teleport powers) using the /popmenu command or by binding it to a keybind or macro. As to when the macro button is granted 'naturally' in-game, I don't know with 100% certainty but one could hop on the beta server and /badge_grant some of the likely candidate badges (i.e. Passport, the day job accolades, Entrusted With The Secret) and note if/when the Fast Travel macro button becomes available.- 18 replies
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Sorting out the Teleport Mess (help solicited)
AboveTheChemist replied to Shenanigunner's topic in General Discussion
Fair enough, I suspected that was the list to which you were referring but I wasn't sure (I can think of a few others), and I didn't want to try to explain without knowing for sure. There's a slightly more complex explanation for what you see in that list, but if you are happy with the answer you have then I won't bother with it. I will say that that particular list is, per Jimmy, the 'best available' solution but that a better solution is sought. -
Sorting out the Teleport Mess (help solicited)
AboveTheChemist replied to Shenanigunner's topic in General Discussion
If I knew the exact beacon list to which you are referring, I might be able to explain the phenomenon you see. As noted, a screenshot would be the most useful. -
Sorting out the Teleport Mess (help solicited)
AboveTheChemist replied to Shenanigunner's topic in General Discussion
Where exactly are you seeing the "active" zone entries on these alts? A screenshot would be most helpful, or at least the name/description of the particular window. -
Sorting out the Teleport Mess (help solicited)
AboveTheChemist replied to Shenanigunner's topic in General Discussion
It is not, Pocket D must be enabled by either earning the Pocket D VIP Gold Club Member badge, or by earning the LRT power another way then collecting one of the two exploration badges in Pocket D. If you want to save yourself some time you could always 'earn' some of the badges in question using the /badge_grant command (the badge tags for the various badges are listed here) on the beta server. -
Open Beta FAQ - Read This to Get Started!
AboveTheChemist replied to Jimmy's topic in Open Beta Testing
I dug around in some of the spreadsheets and found this data, which worked for me on beta just now. Here is the syntax for DOs and SOs (using an Accuracy enhancement at level 6 as an example): SO: /boost Magic_Accuracy Magic_Accuracy 6 DO: /boost Mutation_Magic_Accuracy Mutation_Magic_Accuracy 6 I've attached a text file containing the enhancement names I found. I can't say if this list is exhaustive or not, but it should be a good start. so_do_names.txt -
Open Beta FAQ - Read This to Get Started!
AboveTheChemist replied to Jimmy's topic in Open Beta Testing
The closest thing I could find in the freebies menu is the auto enhance feature. It looks like the command '/auto_enhance' will grant single-origin enhancements, but I have never used it so I am not totally clear on how it works. It looks like the boost command will work for hydra, titan, and hamidon origin enhancements so if there was a way to determine the internal name for single origin (or dual or training if you wanted those) enhancements then it might work. Aside from that you might just need to grant yourself some inf and hit the store (assuming what you need is available there). -
Take a look at my last post in the Extor's Emotes Popmenu thread. The easiest install method is to use the CoH Modder tool, and there are some more details in my linked post. The other method is to manually install it by downloading the .mnu file in my linked post and placing it in the folder structure mentioned there. There are instructions for deploying it in-game there as well. It is certainly possible the in-game menu might be expanded, but I have no idea how likely that might be. This thread might provide a nudge in that direction but aside from that I am not sure what else might be done to encourage the updating of the in-game menu.
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I honestly thought the same thing, but looking back at a screenshot from 14-Oct-2019 (attached) shows that it has been toward the bottom of defeats since at least then. It's certainly possible that War Machine and the other badges I mentioned have always been there, and that the order shown on Badger has been incorrect this whole time.
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War Machine and War Torn use the same icon. Assuming that is War Torn on the top row of the defeat badges icons (to the left of the arrow), I see the same icon on the bottom row of the defeat badges icons, third from the left. Is that it? If not, try /settitle 2333 and see what is reported in chat. If you have the badge it should tell you that War Machine is selected as the new title. Edit: Taking a closer look at the defeat icons in your screenshot, and comparing them to the list on Badger (which are/were in the correct in-game order as far as I am aware), it looks like they might have reordered some of the defeat badges to group all the GM kill badges together. Along with War Machine, it looks like Surging (for Deathsurge) and Hell Bane (for Caleb) were moved as well, based on the icons I see at the end of the third row and beginning of the fourth row of defeat badges.
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The built-in emote menu does not contain a complete list of emotes, which is why I linked Extor's popmenu. Regarding the wiki emotes page, I agree that it could be organized more efficiently, but I've focused more on making it complete/accurate and less on overhauling the whole page. A page overhaul would take more time than I have at the moment but it is on my radar if someone else doesn't get to it first. In the meantime I recommend using one or both of the wiki page's table of contents or your browser's find function (CTRL + F on Chrome) to make finding emotes a bit easier.
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The wiki emotes page is up-to-date, as is Extor's Emotes Popmenu (as of my 2-Dec-2020 update).
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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
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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.
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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).
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VidiotMaps for Issue 24 and Beyond
AboveTheChemist replied to Blondeshell's topic in Tools, Utilities & Downloads
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? -
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.
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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