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Everything posted by AboveTheChemist
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ATC's Badge List PopMenu
AboveTheChemist replied to AboveTheChemist's topic in Tools, Utilities & Downloads
Probably this weekend at the earliest. Quite busy with work and life in general at the moment. -
OuroDev used to provide a compiled version (EDIT: or, at least one that was easily/readily accessible, considering Lunar Ronin's post above) but they stopped doing so years ago for some reason. Michiyo has been kind enough to provide a compiled copy of Piglet at this link.
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The macro_image wiki page is far from "woefully incomplete", as I personally put considerable effort into making sure it stays updated. It doesn't currently include badge or IO icons because they are oversized for the power icon trays. Normal power icons are 32x32 pixels, whereas badge icons are 48x48 (not counting the rectangular ones which can be much bigger) and IO icons are 64x64 although they include some transparent buffer space and can essentially be treated as 48x48 for macro_image purposes. Certainly one can use oversize icons if one wishes, but when updating that page I didn't intend it to be an exhaustive list of every possible icon one could use with the macro_image command. Rather, I included the rather extensive library of power and other icons that fit naturally in the 32x32 power tray space. However, there was some discussion of a similar topic on the HC Discord a few months back, and at that time I more or less agreed to build a companion page to the macro_image wiki page (because the current page already has a ton of icons and adding many more will make it even slower to load) to host images and names for oversized icon images for those folks that might want to use those. The wiki has been locked for a while, so that idea is just sitting on a back burner for now. Getting the icon names for badges and IO sets is a fairly trivial task for me, and should be easy for anyone with access to a pigg viewer. I don't have access to the piggs at the moment and am going off somewhat rusty memory but icons for badges and enhancements can be found in the piggs as noted below: Badges: texture_library\GUI\Icons\Badges Enhancements: texture_library\GUI\Icons\Enhancements Look in the issue24 assets folder for pre-HC stuff (some of which might be superseded by HC-era icons), and in the live assets folder for new or updated HC-era icons. That icon is E_ICON_EDEN_01. The E_ICON_CrystalShard and E_ICON_GEM_01 have similar gem/crystal icons if you want something else in that theme. The settitle listing page that you linked earlier (which I also maintain) contains all the badge internal names. Sometimes those match the icon name, and sometimes they don't, so trying to guess the icon name based on the internal name can be hit-or-miss.
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Anyone else prefer to just play "regular" coh?
AboveTheChemist replied to Forager's topic in General Discussion
That's how I play (mostly solo), although my playtime is minimal of late. -
This is a long-standing bug in Mercy and Port Oakes, and is well documented. In lieu of digging up a bunch of bug report threads, I'll simply link one in which I posted a response from a dev explaining the bug.
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What you describe sounds like the reward scale factor, which varies for different NPCs depending on difficulty and can, in some fairly rare cases, vary among the same NPC type/rank. I did some extensive research/testing with respect to this a few months back, including compiling a spreadsheet from parsed City of Data info for the NPCs in the game. More info and a link to that spreadsheet can be found in the post at this link for those curious. Supa trolls, though, only have one entry and one reward scale with a value of 1: My best guess with regard to the OP is as Luminara and tidge mentioned, that these particular critters suffered damage somewhere between the rave and their final demise. Other factors (like double XP, the Indom xp bonus, and the level difference factor) muddy the waters a bit, but I'd put my money on that explanation.
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I haven't had any other reports of issues with it. Perhaps double-check the Installation and Use sections to make sure you are following the installation and use guidelines. And double-check that it is installed in the correct location. Many errors of the 'I can't get it to work' variety often are the result of installation in the wrong location.
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Want a higher res version of a power icon?
AboveTheChemist replied to Rylas's topic in Art & Multimedia
The names are: PowerPunch_EnergyStore1 PowerPunch_EnergyStore2 -
Yes, it should be possible. The thread at this link is the best place to start. You might need to do some sleuthing to hunt down the name of the source sound, but replacing it with silence is fairly simple once you know the source name. That thread should have all the info you need.
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Show all day jobs in the drop down list
AboveTheChemist replied to Captain Fabulous's topic in Suggestions & Feedback
I use settitle binds quite frequently and haven't noticed any issues. If you'd like some help towards resolving the issue, feel free to PM me and I'll do what I can. -
City Mod Installer (Released)
AboveTheChemist replied to Michiyo's topic in Tools, Utilities & Downloads
No worries, I didn't take offense. I just wanted to make sure it was clear that, despite some surface similarities, there are differences in my menu that you may or may not find appealing. -
City Mod Installer (Released)
AboveTheChemist replied to Michiyo's topic in Tools, Utilities & Downloads
Essentially, yes, with some strong caveats. BadgeSetList is mine, and while I did originally create it as an offshoot of (among others) the alphabetical badge list menu 4+ years ago, even back then I made substantial formatting/content changes that resulted in the two menus bearing only a passing resemblance. So if you are hoping to get an exact 1:1 replication of the content of badgelist.mnu in my badgesetlist.mnu, you may be disappointed. Also, I was wrong about the last updated version of badgelist.mnu. If you take a look at the post at this link, it has a more recent update from 2023. -
City Mod Installer (Released)
AboveTheChemist replied to Michiyo's topic in Tools, Utilities & Downloads
I am fairly certain that this one is the alphabetic badge list popmenu at this link, which unfortunately doesn't appear to have been updated since Issue 27, page 6 (the post at this link is the latest I could find). It doesn't appear to be available in City Mod Installer but I might have overlooked it. The PetSummons.mnu appears to be the mod at this link. There are only two posts in that thread, one from the original mod author in 2022, and one from someone who apparently modified the original author's work and published an update as their own in 2023. Based on your info, I assume you have the latter. Both the original 2022 version (at this link) and the modified 2023 version (at this link) appear to be available in City Mod Installer, but I am not familiar with that mod at all so I might be looking at the wrong thing. At any rate, I don't see any updates newer than the one you already have. The transport menu isn't familiar to me and a cursory search didn't turn up anything so I am afraid I can't be much help with that one. -
Imperial City 'Going Rouge' exploration badge LRT bug
AboveTheChemist replied to AboveTheChemist's topic in Bug Reports
Quick bump as I was recently reminded of the issue in the LRT menu due to the Rookie - Silent Sentinel swap as detailed in my post immediately above. I had actually forgotten that I had made the above post, but in the interest of trying to get it fixed, I'll gladly offer my services. If any devs read this and would like me to make the edits, test, and submit an updated popmenu, I am happy to do so to save you the trouble. -
Vidiotmaps for Homecoming
AboveTheChemist replied to AboveTheChemist's topic in Tools, Utilities & Downloads
I replied to your PM before I saw this, but the updates you mention were made months ago, as noted in the zone-specific update log in the top post. It sounds like you either need to update your vidiotmaps installation or delete an old installation that might be overwriting the most recent version. Instructions for those tasks can be found in the top post at this link. -
Vidiotmaps be standard game maps
AboveTheChemist replied to MsSmart's topic in Suggestions & Feedback
Please, no -
I have a couple of minimalist teleport hubs. The one on Everlasting is ELTP-7670. I built that same base on Torchbearer at TBTP-7677, and in the meantime Dacy spruced it up quite a bit (while maintaining the same functionality) as part of a demonstration class. Needless to say, her work looks infinitely better than mine. I do need to edit each to move the Striga Teleport over to the co-op teleport section.
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Add other servers' status to launcher section
AboveTheChemist replied to Glacier Peak's topic in Homecoming Launcher
Their status shows up if you click the respective shard category on the left. For instance, just click 'Open Beta' to see the status (and newsfeed, if there is one) of Brainstorm and Transfer. -
City Mod Installer (Released)
AboveTheChemist replied to Michiyo's topic in Tools, Utilities & Downloads
I verified that the MD5 hash of the version I downloaded from the City Mod Installer matches the MD5 hash of my original mod pigg. It is highly likely that this is a download issue on your end. -
ATC's Badge List PopMenu
AboveTheChemist replied to AboveTheChemist's topic in Tools, Utilities & Downloads
Offhand it sounds like an issue with the download. I recommend posting in the City Mod Installer thread as I can't offer anything beyond the most basic support for that tool, and you're more likely to get meaningful support in that thread. Alternately, you can try the manual installation process as laid out in the top post. EDIT: I verified that the MD5 hash of the version I downloaded from the City Mod Installer matches the MD5 hash of my original mod pigg, which further leads me to think it is a download issue on your end. -
Fill map window with actual map
AboveTheChemist replied to Futuregirl's topic in Suggestions & Feedback
Part of the issue regarding the black border is that the underlying image files are constrained to dimensions that are powers of two, typically 512 or 1024 pixels. CoH zones are all different shapes and sizes and don't necessarily fill all the space on that canvas completely. Further, each pixel on a given map represents either 10, 15, or 20 feet (approximately) in-game depending on the particular map (with a few oddball zones). For example, here is the map image for Founders Falls: It is 1024x1024 pixels, and each pixel represents approximately 10 feet in game. Cropping that image to 512x512 results in insufficient space for the actual game map. Theoretically you might be able to crop it to 512x512 and lower the pixel resolution to 15 feet in order to get it to fit, but you would likely end up with a worse quality map, and you would still have a black border. I don't know how zone maps were/are created so something like that might not even be feasible. Such a change would also likely require re-calibrating all the static map markers (like contacts and stores) and how dynamic map markers (like player markers) move across the map, which might not be a trivial task. -
Fill map window with actual map
AboveTheChemist replied to Futuregirl's topic in Suggestions & Feedback
I noticed that as well and was just about to post about it. I don't think it is a window size issue because I frequently expand the map window to fill nearly the entire screen when I am working on map mod updates, and the zoom slider has never disappeared on me before. Unfortunately I don't have any explanation as to why the zoom slider appear to be missing. -
The anniversary event is going to be annual going forward, so they should be available again next year. https://forums.homecomingservers.com/topic/51157-city-of-heroes-20th-anniversary-time-capsule-event-qa-with-original-team-costume-contests/
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ATC's Badge List PopMenu
AboveTheChemist replied to AboveTheChemist's topic in Tools, Utilities & Downloads
Updated (in top post) to add four 2024 anniversary event badges per the anniversary event patch notes. Full update log is in the top post. Please let me know if you notice any issues.