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AboveTheChemist

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Everything posted by AboveTheChemist

  1. I posted this on Discord but just for maximum visibility, the Halloween event is not currently active on Open Beta. I was hoping to do some testing there if it is possible to activate the event. EDIT: For anyone reading this later, Brainstorm is indeed now in the grip of the spooky season.
  2. If you take the scenic route, going for all the badges along the way, I think it takes about 10-15 minutes. I don't think I've ever not done it that way, but if your team is just focused on getting to the end as fast as possible, it won't take nearly that long.
  3. There are two that I know of. One that I maintain: https://forums.homecomingservers.com/topic/24454-atcs-badge-list-popmenu/ And one maintained by Jacke: https://forums.homecomingservers.com/topic/25091-theunnamedones-badgereporter-popmenu-version-20240723a/
  4. As others have noted, it is not. Challenger of Gods and Immortal are handled internally as two completely independent, separate badges with separate settitle ids and badge_grant codes. The former is awarded to Praetorian origin characters, and the latter to Primal origin characters, and there is no way for a character from one origin to obtain the badge from the other origin. There are 53 Praetorian/Primal badge pairs in total that behave this way.
  5. I made a Halloween GM map mod (available at this link) if you need help locating GMs in out-of-the-way zones. Also if you see Unseelie hanging out by themselves with no GM, please defeat them, as the GM won't respawn until all the Unseelie have been defeated.
  6. Seasonal bump for any Halloween GM hunters that could use a map to help find Halloween GMs in their favorite zones! As Michiyo notes above, if you install the Halloween maps on top of vidiotmaps, when you are done GM hunting just uninstall the Halloween maps and vidiotmaps will appear again. Of course this only applies to zones that have Halloween GM maps. Vidiotmaps in other zones are unaffected. As far as I know, no locations have changed from last year but if anyone notices any GMs in a new spot, or in the wrong spot, please let me know. Thanks!
  7. Updated (in top post) to add fifteen i28p1 badges per the i28p1 patch notes, as well as a few other minor updates. Full update log is in the top post. Please let me know if you notice any issues.
  8. Sure, but having considered your suggestion I am not inclined to alter my mod at this time, for various reasons. If you and others find your proposed route more optimal for your specific circumstances, that's great and I encourage you to do what works best for you. The optimal paths in this mod (and the related map mod) are only recommendations, not requirements.
  9. This is correct. I'll give you one guess as to who provided the prototype code for the fast travel popmenu, and the same person would likely be asked to maintain the theoretical HC badger menu. If you've done any testing on Beta, it's the same person that maintains the freebies menu there. My understanding is that the HC team generally doesn't want to deal with popmenus, and I don't blame them at all, so they typically leave popmenus to the modders. I highly recommend changing the name of any offshoots of my badge popmenu so that they don't conflict with my popmenu. My willingness to assist with troubleshooting such conflicts in the future is likely to be limited.
  10. Two active construction events, or two Paladins? The latter is probably quite common, especially on a lower population server. The former, while certainly possible, is likely far less common. And as tidge pointed out, it is important to defeat Paladin's level-less entourage as well. I always forget about them when recalling the event mechanics.
  11. The three construction events are independent. All three could be active at the same time if the timers line up. I've only ever seen that happen on Beta, and I think that was because Kings Row had gone idle due to inactivity for a long enough time that the events were ready to spawn, but couldn't because the map was idle. When I entered Kings Row and the map went active, all three timers then popped and the events started. I've observed that behavior (on Beta) multiple times if memory serves. On live I doubt KR ever goes idle so the events spawn when their timers are up, and the chances of two, much less three, lining up are vanishingly slim.
  12. It only appears if its construction is allowed to complete. Aside from the merits and other currency rewards, another motivation to defeat it is to reset the event timer. There are three construction sites which can each independently spawn a Paladin. Meaning up to three can be found at its ultimate destination in the north of Kings Row. The construction event won't begin again until the Paladin which previously spawned from it is defeated. The HC Wiki page for the Paladin construction at this link has more details. That page was thoroughly updated when the HC team re-activated the construction event.
  13. That Google sheet with the icons is quite outdated. There is a dedicated wiki page for the macro_image icons (lots of icons so it may be slow to load): https://homecoming.wiki/wiki/Macro_image_(Slash_Command) It includes everything from the Google docs plus a considerable number of icons that Homecoming has added/updated, plus a bit more. It was recently updated for the new i28p1 icons. Note that it only includes the 32x32 pixel icons that fit nicely in power slot trays. I have long-term plans to add a companion page for slightly oversized icons (like most badge icons) that still more or less work for macro_image purposes, but that is a bit down the road.
  14. Major Kong riding the bomb down in Dr. Strangelove is one of my all-time favorite movie scenes, and I always think of James Earl Jones when I think of that scene because of his "Hey, what about Major Kong?" line that immediately precedes it. He was also a fantastic villain as Thulsa Doom in Conan the Barbarian.
  15. For the average CoH player, it's probably not useful at all. It's just a case of "I'm compiling this info anyway, may as well share it", and to that end I don't have a clear vision of who might use it or for what purpose. It's just a dataset of some basic raw badge data that isn't readily available elsewhere that folks could use as a starting point to build their own mods or other tools for testing.
  16. The top post has been updated to include the i28p1 new/updated badges. If anyone notices any issues with the data please let me know.
  17. No worries, none taken at all. I just wanted to add a bit more info/context especially since the critter notes don't normally get much attention.
  18. It's true that it isn't exhaustive, but for (most of) the maps that I have edited, it is something I check and it is as exhaustive as I can make it. I use demo files to survey the entire zone five separate times, then I parse that data with some custom scripts to give me a rundown of what enemies are where and at what level. I have to use some discretion to exclude enemies that only rarely appear, but I've been a bit surprised with the number of edits I've needed to make to the critter notes to (more) accurately reflect what is currently out there.
  19. The only real existing check, if it can even be considered that, is existing badge files. Unless it is a dead simple badge like an exploration badge, I almost always try to find an existing badge that most closely resembles the new badge I am adding in all aspects, and I use that existing badge file as my template. There is still a certain element of knowing the system, but using an existing badge as a template will generally get you most of the way there. Of course, there is more to adding new badges than just getting the file contents right, and I look forward to being able to document some of that once I have the time.
  20. More or less, yes. It's not as simple as that, but it's not terribly complex either. I don't know of a way to preview changes on the website, unfortunately. You just have to know what you are doing and I usually double and triple check my work to make sure it is all correct.
  21. Assuming you use vidiotmaps, I recommend updating to the latest version. Instructions are in the thread below. https://forums.homecomingservers.com/topic/37216-vidiotmaps-for-homecoming/ Depending on how old your version is, you may also need to follow the instructions for uninstalling old versions.
  22. I did a little more tinkering after my first post above and saw the same result. I was excited thinking I had cracked it, but felt the agony of defeat when the white one wouldn't work.
  23. I tried that during my tinkering and it didn't help, unfortunately. I didn't try splitting the menu into separate menus in the same file, though, and I think that is definitely worth a shot.
  24. I gave it the ole college try, and tinkered with it quite a bit in game, but couldn't find the issue. I saw what you saw, in that Red through Green worked, but Blue through White did not. I moved Blue through White to the top, which made them work, but then the three at the bottom didn't. I also tried moving them all to their own submenu, and that made Blue start working, but Purple and White still did not. I checked the syntax as well and could find no faults. I'm stumped.
  25. I think I used a torrent client. It's been years and I avoid torrents if at all possible (might have been the last time I downloaded via torrent), so my memory is quite hazy.
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